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 war machines, equipped with tremendous firepower. Hercules Class Titans are armed with plasma blasts, gas swarm missiles, incendiary swarm missiles and are physically very powerful. When injured (or for tactical advantage) two Hercules Titans can combine into a larger unit, designated Zeus Class; a Zeus Class combined plasma generator is a truly devastating weapon.
The various Tactical Ops teams are organized in a cell-like structure, insulated, scattered and autonomous. This makes it hard to find out real information about the leadership manipulating the course of Malta, because each agent knows only wisps of compartmentalized information.
Villain types[]
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 | |
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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 | |
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The Malta Tactical Ops soldier has snared you in his web grenade. You cannot move or fly and your attack speed is reduced. |
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Adv Assault Rifle
Ranged, Lethal, Foe Knockback | |
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Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. |
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Brawl
Melee, Smash | |
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When all else fails, use your own 2 fists. |
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Taser
(Melee, Energy) Foe Disorient | |
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The Malta Tactical Ops soldier has Disoriented you with his Taser. |
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Kevlar
Auto, Self +Resistance: 25% Lethal, 20% Smashing | |
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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 | |
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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 | |
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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 | |
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Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. |
|
Brawl
Melee, Smash | |
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When all else fails, use your own 2 fists. |
|
Taser
(Melee, Energy) Foe Disorient | |
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The Malta Tactical Ops soldier has Disoriented you with his Taser. |
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Auto Turret
Build Turret | |
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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: 25% Lethal, 20% Smashing | |
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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 | |
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Sappers can Fly! |
|
Sapper Overload
(Ranged) Foe -Endurance | |
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Sapper is draining you of your Endurance. |
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Sapp Stick
(Melee) Foe Hold, -Endurance | |
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Sapper is draining you of your Endurance and you are Held, writhing in agony! |
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Tech Armor
Auto, Self, +Resistance: 20% Smashing, 25% Lethal, 50% Energy. Resist: Endurance Drain | |
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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 | |
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Gunslingers can Teleport long distances |
|
Explosive Tip
Ranged, (Targeted Area of Effect,) Moderate Damage, Smash/Lethal, Foe Knockback | |
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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 | |
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Fires a large caliber hollow tip from both guns that can knock down foes. |
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Incendiary Round
(Ranged, Lethal) Damage over Time | |
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The Gunslinger Incendiary Round has ignited you. |
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Liquid Nitrogen Round
(Ranged) Foe Hold | |
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The Gunslinger Liquid Nitrogen Round has frozen you solid! |
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Rapid Fire
Ranged, Cone, Moderate Damage, Lethal/Smash, Foe Knockback | |
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The Gunslinger can fire off a quick burst of lead in a wide cone. |
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No Melee attacks
No Hand to Hand | |
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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 | |
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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 | |
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The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade. |
|
Frag Grenade
Targeted Area of Effect, Lethal/Smash, Foe Knockback | |
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The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. |
|
Adv Assault Rifle
Ranged, Lethal, Foe Knockback | |
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Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. |
|
Brawl
Melee, Smash | |
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When all else fails, use your own 2 fists. |
|
Taser
(Melee, Energy) Foe Disorient | |
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The Malta Tactical Ops soldier has Disoriented you with his Taser. |
|
Kevlar
Auto, Self +Resistance: 25% Lethal, 20% Smashing | |
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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 | |
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Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles |
|
Incendiary Swarm Missiles
Ranged, Area of Effect, Lethal, +Burn | |
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Hercules Titans can launch a pack of 8 Incendiary Swarm Missiles |
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Burn
(Targeted Area of Effect, Damage over Time, Fire) Burn | |
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Anyone that passes through these flames will be burned. |
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Gas Swarm Missiles
Ranged, Area of Effect, Lethal, Foe Hold | |
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Hercules Titans can launch a pack of 8 Gas Swarm Missiles |
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Sleep Gas
(Targeted Area of Effect) Hold | |
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Anyone that passes through this gas will take damage from the fumes. |
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Plasma Blast
(Ranged) Foe -Regeneration | |
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Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. |
|
Pummel
Melee, Cone, Heavy Smash | |
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Titan Brawling attacks. |
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Merge
Special | |
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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 | |
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Hercules Titans are resistant to all damage. Since they are machines, they are immune to Sleep and Fear powers. |
|
Bosses[]
Gunslinger[]
Any Gunslinger might be able to take down a super powered being, especially the experienced ones. Their mastery of the deadly weaponry and technology given to them by the Malta Group is complete. They complete the tasks assigned to them, taking pleasure in violence, especially when they get the chance to take down some heroes in the process.
Powers
Teleport
Self Teleport | |
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Gunslingers can Teleport long distances |
|
Explosive Tip
Ranged, (Targeted Area of Effect) Moderate Damage, Smash/Lethal, Foe Knockdown | |
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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 | |
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Fires a large caliber hollow tip from both guns that can knock down foes. |
|
Incendiary Round
(Ranged, Lethal) Damage over Time (Fire) | |
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The Gunslinger Incendiary Round has ignited you. |
|
Liquid Nitrogen Round
(Ranged, Cold) Foe Hold | |
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The Gunslinger Liquid Nitrogen Round has frozen you solid! |
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Narcotic Dart
(Ranged, Lethal) Foe Sleep, -Regeneration | |
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This Dart was filled with a deadly Narcotic. You are poisoned and unable to Regenerate your wounds. You probably will pass out. |
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Rapid Fire
Ranged, Cone, Moderate Damage, Lethal/Smash, Foe Knockback | |
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The Gunslinger can fire off a quick burst of lead in a wide cone. |
|
No Melee attacks
No Hand to Hand | |
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This operative doesen´t have any Melee attacks at all |
|
Vest
Auto, Self +Resistances: All but Psionics | |
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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 | |
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The Malta Tactical Ops soldier has Disoriented you with his Stun Grenade. |
|
Frag Grenade
(Ranged) Targeted Area of Effect, Lethal/Smash, Knockback | |
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The explosion from the Fragmentation Grenade affects all within the blast and can knock them back. |
|
Adv Assault Rifle
Ranged, Lethal, Foe Knockback | |
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Your Defense has been lowered by the Malta Tactical Ops Advanced Assault Rifle. |
|
Brawl
Melee, Smash | |
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When all else fails, use your own 2 fists. |
|
Taser
(Melee, Energy) Foe Disorient | |
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The Malta Tactical Ops soldier has Disoriented you with his Taser. |
|
Kevlar
Auto, Self, +Resistance: 25% Lethal, 20% Smashing | |
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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 | |
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Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles |
|
Gas Swarm Missiles
Ranged, Area of Effect, Lethal, Foe Hold | |
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Zeus Titans can launch a pack of 16 Gas Swarm Missiles |
|
Sleep Gas
(Targeted Area of Effect) Foe Hold | |
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Anyone that passes through this gas will take damage from the fumes. |
|
Incendiary Swarm Missiles
Ranged, Area of Effect, Lethal, +Burn | |
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Zeus Titans can launch a pack of 16 Incendiary Swarm Missiles |
|
Burn
(Targeted Area of Effect, Damage over Time, Fire) Burn | |
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Anyone that passes through these flames will be burned. |
|
Plasma Blast
(Ranged) Foe -Regeneration | |
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Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. |
|
Quad Plasma Blast
(Ranged, Energy) Foe -Regeneration | |
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Titan plasma burns are hard to heal. The burns have halted your Regeneration rate. |
|
Pummel
Melee, Cone, Heavy Smash | |
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Titan Brawling attacks. |
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Jump Jets
Self Auto, +Jump, +Speed | |
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Zeus Class Titans are equipped with Jump Jets. |
|
Resistance
Auto, Self +Resistances (All). Resist: Sleep, Fear | |
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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 | |
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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 | |
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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 | |
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Your attack and Movement rate have been slowed by the Quantum Array Gun. |
|
Moment (Boss)[]
Moment is a shapeshifter currently working for the Malta Group. He may adopt different appearances, even non-human ones, apparently gaining the attacks of those forms. So far only two are found in-game. Despite the fact that these forms come under their respective factions, it should be noticed that this being works for Malta. Probably he has more forms. His true form is still unknown.
Moment[]
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 | |
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You are taking Toxic damage over time from the toxic spray. |
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Foot Stomp
| |
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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. | |
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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 | |
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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 | |
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You are Disoriented. |
|
Resistance
Auto, Self +Resistances: Smash, Lethal, Energy. Resist: Sleep | |
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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 | |
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Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles |
|
Gas Swarm Missiles
Ranged, Area of Effect, Lethal, Foe Hold | |
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Kronos Titans can launch a pack of 16 Gas Swarm Missiles |
|
Sleep Gas
(Targeted Area of Effect) Hold | |
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Anyone that passes through this gas will take damage from the fumes. |
|
Incendiary Swarm Missiles
Ranged, Area of Effect, Lethal, +Burn | |
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Kronos Titans can launch a pack of 16 Incendiary Swarm Missiles |
|
Burn
(Targeted Area of Effect, Damage over Time, Fire) Burn | |
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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 | |
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Kronos Titans shake the very Earth itself with a super Foot Stomp, attacking everything in a nearby area. |
|
Resistance
Auto, Self | |
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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. |
|
Auto Turret
Self Resistances: -20% Smashing, 50% Lethal, -20% Fire, 30% Cold, 70% Psionic, Debuffs, Effects. | |
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|
No Melee attacks
No Hand to Hand | |
---|---|
Turrets don´t have any Melee attacks at all |
|
Immobile
Self Immobilize | |
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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)