Category:Codex
Name | Description | |
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Adept Synthoid Synthoids ( /9)
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The Adept Synthoid is an incredibly versatile and dangerous combat model, designed to relentlessly hunt down and disable their targets.
Not only can the Adept Synthoid make use of AIM's short-range quantum teleportation technology to dodge and weave around the battlefield, but every time they teleport they will leave behind a gravity well grenade. They are also equipped with suppression projectiles, and smart tracking projectile mini drones capable of seeking out enemies until destroyed. These units should be dealt with before all others on the field of battle. |
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Cargo Runner Synthoid Synthoids ( /9)
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The Cargo Runner Synthoid was designed to quickly move extremely valuable items between AIM installations. It is optimized for speed and programmed to protect its cargo at all costs. Heavy shields provide additional security.
While the cargo Runner is not built for combat, it can push away obstructions in its path and will attempt to flee if its route is compromised. |
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Cryo Synthoid Synthoids ( /9)
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This standard AIM Synthoid was modified to chill and immobilize dangerous laboratory experiments.
It can sometimes be deployed as a combat unit, utilizing it's cold based abilities to control the battle field. Don't step on the ice. |
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Elite Synthoid Synthoids ( /9)
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Equipped with a powerful laser weapon, this Elite Synthoid is specifically used for corporate security and police actions.
Elites Synthoids are called in when suspected in humans refuse to cooperate with AIM authorities. |
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Prime Adept Synthoid Synthoids ( /9)
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Designed for large scale construction projects, the Prime Adept Synthoid is capable of carrying and manipulating large objects such as rebar, support beams, and other building materials.
When tasked with combat duties, it is armed with a large, charged rod and notable upgrades to armor. |
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Prime Aegis Synthoid Synthoids ( /9)
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This variation on the Prime Adept is used for hazardous construction duties and is outfitted with a defensive energy shield and Terrigen energy infused truncheon. |
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Prime Cryo Synthoid Synthoids ( /9)
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The Cryo Adept is normally deployed into damaged, war torn environments to quickly repair and reinforce collapsing structures.
When acting on AIM security protocols, it uses its charged rod to quickly chill and immobilize unauthorized intruders. |
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SPIN Synthoid Synthoids ( /9)
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Utilizing AIM's proprietary Super-Power Inhibiting Nanobots, the SPIN Synthoid can quickly drain energy from Inhumans and Avengers alike.
These units should be dealt with before all others on the field of battle. |
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Synthoid Synthoids ( /9)
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Utilized across all of AIM holdings, the standard Synthroid can be found in almost all industries – from food service, to security, to emergency medical response.
When necessary, a Synthroid can subdue targets and effectively engage in armed combat. |
Name | Description | |
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Blitz Proto-Synthoid Proto-Synthoids ( /3)
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Originally designed for specialized mining operations, these Synthoids have been repurposed for close quarters combat. They are programmed to launch themselves at targets and explode on impact.
Listen for the sounds of these enemies calculating their devastating charge attack. Use ranged attacks to destroy them at a distance. |
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Plague Proto-Synthoid Proto-Synthoids ( /3)
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Once used by AIM to fumigate their laboratories to eradicate rodents, this repurposed combat unit will charge its target, admitting a deadly toxic gas on impact.
Avoid the gas, as it will poison any who linger too close. |
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Proto-Synthoid Proto-Synthoids ( /3)
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This base frame model is AIM's standard combat Synthoid. It operates at limited range, but tends to swarm its intended target in large numbers.
This model is the foundation for all Synthoid variations. |
Name | Description | |
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Phase Riotbot Riotbots ( /3)
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This experimental riotbot uses phase shifting technology to bypass walls, doors - basically anything in its way. It is also invulnerable when phased and uses the ability to avoid taking damage. |
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Riotbot Riotbots ( /3)
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The AIM Riotbot can be found in many cities Across America, deployed on the streets to uphold law and order.
When Avenger sympathizers get out of hand, these Synthoids are ready to control the angry mob. They have a powerful shield and range grenades. |
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Stiletto Riotbot Riotbots ( /3)
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Equipped with charged swords and a defensive field, the Stiletto Riotbot is usually deployed to cut through barricades and other makeshift barriers.
Beware electrical damage when vaulting overhead. |
Name | Description | |
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Hunter Crawler Crawlers ( /2)
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Created by Ulysses Klaue to rescue trapped Vibranium miners in the event of shaft collapse. Hunter Crawlers are deceptively agile and pack a punch. It is best to keep your distance and avoid their mandibles and hooks at all costs. |
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Scout Crawler Crawlers ( /2)
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Designed by Ulysses Klaue to delve into caves and mines to find veins of Vibranium, Scout Crawlers are relatively weak on their own. To combat this, they often move in packs and swarm threats as needed. Leave them too long, and they self-destruct as a last resort defense. |
Name | Description | |
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Adept Keeper Beekeepers ( /9)
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Specialized Keepers. Projectiles track their target until destroyed. |
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Aegis Keeper Beekeepers ( /9)
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The Aegis Keeper squad is often deployed in populated areas to deal with rioting resistance Fighters. Equipped with a super energy shield, these soldiers are skilled at close-range combat.
Use power attacks to break their shields. |
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Aero Keeper Beekeepers ( /9)
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When not clearing the windows of AIM tower, Aero Keepers double as security personnel.
Outfitted with a jetpack and attacking with ranged weapons from the air, these enemies can easily be grappled out of the sky, making them much less threatening. |
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Cryo Keeper Beekeepers ( /9)
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The Cryo Keeper usually work in cold laboratory environments, overseeing sensitive samples and live organ transportation.
When deployed in combat, they use deadly, cryo-modified weaponry. Their attacks chill and immobilize targets. |
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Elite Peacekeeper Beekeepers ( /9)
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Elite peacekeepers are highly trained range combatants capable of taking out targets from a long distance.
Their Void-Tech suits allow them to quickly teleport across the battlefield, making them a slippery target. Their sniper attack can be devastating, requiring precision timing to evade. |
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Keeper Beekeepers ( /9)
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Colloquially referred to as "Beekeepers," these AIM foot soldiers act as security personnel across AIM's holdings.
Armed with a projectile weapon, they are rarely a threat alone, but in large numbers they can pose a challenge to even the most seasoned Avenger. |
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Peacekeeper Beekeepers ( /9)
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Using AIM's advanced Void-Tech generators, these long-distance ranged Keepers are trained in teleportation maneuvers to quickly enter and exit hazardous environment.
When not rescuing kittens from burning buildings, they can be found on the battlefield, evading their opponents and attacking from a distance. Hard to pin down, but easily dispatched if you can get close enough. |
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Purge Keeper Beekeepers ( /9)
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Equipped with caustic chemical weaponry, Purge Keepers are tasked with keeping AIM laboratories sparkling clean.
If necessary, they will use their weapons to defend AIM holdings against aggressive Resistance Fighters. Avoid the gas from their toxic grenades. |
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SPIN Keeper Beekeepers ( /9)
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The SPIN Keeper utilizes "Super Power Inhibiting Nanobots" in their weaponry, specifically designed to drain Inhuman and Avenger special abilities.
Deadly at range, it is essential to close the distance with these elite soldiers and take them out fast. |
Name | Description | |
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Aegis Dreadbot Quad Mech ( /5)
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Dreadbot equipped with energy weapons. |
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Blitz Dreadbot Quad Mech ( /5)
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This modified Dreadbot is equipped with turrets and a deadly mortar weapon that can launch explosives across the battlefield. |
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Dreadbot Quad Mech ( /5)
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Originally designed for construction and heavy lifting, AIM's Dreadbot Quad Mechs can withstand attacks from multiple enemies, making them formidable on the battlefield.
Avoid laser cannon and built-in turrets. Don't stand too close, vents release fire! |
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Elite Dreadbot Quad Mech ( /5)
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A more advanced version of the standard Dreadbot, this Elite model can take more hits and dish out more damage. |
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Mega Dreadbot Quad Mech ( /5)
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Commands Dreadbot units in the field. Superior in size, durability, and damage. |
Name | Description | |
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Cryotronic Exo Exos ( /4)
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A specialized version of the Monotronic Exo suit, built to chill and immobilize targets. |
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Elite Exo Exos ( /4)
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This experimental Exo suit is more powerful, more dangerous, and possibly unstable.
If damaged enough, it will explode in a deadly blast radius. Avoid at all costs. |
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Monotronic Exo Exos ( /4)
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These massive mechanical suits are worn by AIM personnel and usually used to move equipment and heavy cargo. They are equally effective in combat situation, allowing human drivers to attack with super-human strength and deadly weaponry.
Watch for its heavy attacks that affect large areas. Target the Monotronic Exo's back for bonus damage. |
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SPINtronic Exo Exos ( /4)
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This Exo suit was designed specifically to deal with the Avengers and other dangerous Inhumans. It utilizes Super-Power Inhibiting Nanobot attacks to drain powers and severly weaken super-powered opponents.
Destroy these units as soon as you encounter them. |
Name | Description | |
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Adept Drone Drones ( /5)
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Drone Adept's use specialized projectiles that slowly track their targets and can fly for an extended period of time.
Try destroying Adept projectiles rather than avoiding or Countering them. |
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Plague Drone Drones ( /5)
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Equipped with a deadly chemical payload, this modified security drone is used to control large crowds.
Avoid the toxic green clouds produced by this unit's projectile. |
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SPIN Drone Drones ( /5)
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These specialized SPIN drones use 'Super Power Inhibiting Nanobots' in their weaponry, specifically designed to drain Inhuman and Avenger special abilities, making them especially dangerous if left unattended.
Prioritize Spin Drones to avoid losing special ability energy. |
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Security Drone Drones ( /5)
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This standard AIM security drone is equipped with light defensive weaponry. AIM deploys these drones to observe and report suspicious activity. |
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Swarm Drone Drones ( /5)
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These specialized drones provide advanced shielding to AIM units in close proximity, making them invulnerable to your attacks.
Take out Swarm Drones before any other enemy. |
Name | Description | |
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Adaptoid Adaptoids ( /4)
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AIM's most advanced AI combat Synthoid, the Adaptoid was designed to utilize powers replicated from Inhuman research.
The base model Adaptoid uses a standard optic beam weapon and is skilled at ranged and melee combat. Adaptoids are capable of self-repair, so always finish them off in combat. |
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Adept Adaptoid Adaptoids ( /4)
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The Adept Adaptoid is infused with harvested telekinetic abilities. It can threaten all heroes at once with its quantum spike attack, and protects Itself by controlling debris to create a shield.
Use ranged attacks to destroy it piece by piece. |
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Assault Adaptoid Adaptoids ( /4)
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The Assault Adaptoid has been infused with fire-based abilities harvested from Inhumans with similar powers. This Adaptoid emits an extremely high temperature aura - don't linger too close for too long and attack from a distance. |
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Cryo Adaptoid Adaptoids ( /4)
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The Cryo Adaptoid has been infused with ice-based abilities harvested from inhumans with similar powers. These attacks can slow and freezes opponents - avoid them if possible. |
Name | Description | |
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Aegis Reaper Mercenaries ( /10)
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Aegis Reapers are equipped with advanced shields, which appear to have been stolen from a SHIELD equipment convoy bound for deep storage.
Specializing in defensive tactics, these Aegis Reapers get up close and personal with their opponent. |
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Aero Reaper Mercenaries ( /10)
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Specialized mercenaries equipped with jetpacks, Aero Reapers are trained in aerial maneuvering and combat - specifically to deal with flying heroes such as Ironman and Thor. |
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Assault Reaper Mercenaries ( /10)
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Assault Reapers have been mentally conditioned to keep their cool in the most dangerous situations (as long as they get paid). They are experts in ranged and close combat, and when working together, they pose a serious threat to even the most seasoned hero. |
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Klaue Company Bruiser Mercenaries ( /10)
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Klaue Company Bruisers, like their name implies, are heavy hitters with devastating axes enhanced by unstable but deadly Corrupted Vibranium. Those slow compared to their agile allies, they can do much more damage to a larger area if you get too close.
If you are faced with a Bruiser, better to deal with his faster-moving allies first lest you be distracted before that axe comes for you. |
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Klaue Company Disruptor Mercenaries ( /10)
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Klaue Company Disruptors are the gems of Ulysses Klaue's entire operation. Like many of their compatriots they are equipped with a temporary Sonic Aura that deflects attacks and fires a reactive Sonic pulse in response to damage. When the Aura is active, utilize Vibranium gear and Heroic Attacks to bypass the damage deflection. |
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Klaue Company Heavy Mercenaries ( /10)
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Klaue Company Heavies are the tanks of the Klaue Company operation, equipped with a lethal modified gatling gun with a grenade launching attachment.
Originally hired as crowd control agents, Heavies are better to leave until his allies dealt with, as he can absorb a lot of damage. |
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Klaue Company Marksman Mercenaries ( /10)
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Klaue Company Marksmen have taken the dangerous byproduct of Ulysses Klaue's FUSE devices, Corrupted Vibranium, and harnessed it for their own means. Their rifles are armed with Corrupted Vibranium bullets that stick to their target and detonate after a short delay.
Klaue has also outfitted them with extra-mobile boots that make them highly evasive and hard to catch. It's best to attack Marksmen at range until there's an opening to move closer. |
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Klaue Company Strategist Mercenaries ( /10)
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Klaue Company Strategists are equipped with the latest sonic technology Ulysses Klaue has to offer his loyal mercenaries. Using drones, Strategists can both support their allies and disrupt their foes. They are also periodically protected by a sonic aura that can only be stopped by Vibranium gear and strong Heroic attacks.
If you come across a Strategist in the field, it is best to tackle them first before their sonic technology becomes an even bigger problem. |
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Klaue Company Striker Mercenaries ( /10)
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Klaue Company Strikers are equipped with Corrupted Vibranium boots that harness the explosive energy of the FUSE device byproduct to allow them to agilely move across the battlefield.
Like the Vibranium from which it's derived, the Corrupted Vibranium in a Striker's spear can build up energy before releasing it in a strong area of attack. Trying to get distance from a Striker is futile - best to get up close and personal. |
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Reaper Mercenaries ( /10)
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The Reaper Mercenaries are trained in deadly hand-to-hand combat and a variety of ranged weapons.
Far from a run-of-the-mill gun for hire, they appear to be trained to specifically challenge SHIELD and the Avengers. The question of who has trained them and to what end Bears further investigation. |
Name | Description | |
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Hellhound Watch Dogs ( /3)
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Dedicated to the eradication of Inhumans and other 'undesirables,' the Watchdogs have been recruited by AIM for a variety of search and destroy missions.
Armed with a devastating flamethrower, the Hellhound specializes in destruction of property. So when AIM needs evidence destroyed, the Hellhound is hired to light some fires. He will just as happily turn his weapon against live targets - so keep at a distance if possible. |
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Shockmutt Watch Dogs ( /3)
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Hired mainly for riot control and heavy combat, the Shockmutt specializes in classic shock and awe tactics.
He is very difficult to take down, and will close distance with opponents when possible. |
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Skydog Watch Dogs ( /3)
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To support his ground based brothers, the Skydog utilizes a jetpack to attack from above and stay out of reach.
Use heavy and special attack to knock this dog out of the sky. |
Name | Description | |
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Abomination Bosses ( /15)
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Formerly a military spy, Emil Blonsky volunteered for AIM's human gamma experiments under the direction of Monica Rappaccini.
The experiments transformed him permanently into Abomination - an extremely strong and physically imposing monster. But unlike his counterpart the Hulk, Abomination retained the memories and intellect of his human form. |
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Clone Bosses ( /15)
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While lacking the augmentations of their elemental counterparts, these Clones are equipped with cosmic-empowered stun batons. Defeat Clones before they have a chance to overwhelm you through sheer numbers. |
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Crossbones Bosses ( /15)
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A sociopathic mercenary and die hard Klaue Company man, Brock "Crossbone" Rumlow has sworn allegiance to Ulysses Klaue's campaign to steal all of the Vibranium in Wakanda. He's happiest when he's let off his leash, but AIM's support has its benefits. Among other experimental weaponry, AIM has equipped him with a superb shield technology that he can use to protect his leader and the sonic technology Klaue creates. |
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Electric Clone Bosses ( /15)
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Electric Clones possess a range of electricity-based attacks. They are also capable of emitting a bright light that blinds you for several seconds. Electric Clones can dictate the flow of battle, so prioritizing them is the best course of action. |
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Gravity Clone Bosses ( /15)
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Gravity Clones are infused with the ability to alter gravity itself through a range of reality-warping attacks. Gravity Clones can create black holes that draw you closer, damaging you over time. Gravity clones need to be dealt with quickly and from afar. |
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Klaw Bosses ( /15)
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Ripped apart by his own FUSE machines, the sonic monster Klaw is made of pure sound energy, which makes him impervious to physical attacks. The longer he stays incorporeal, the more insane he becomes. Despite these changes, Klaw remains committed to one goal: destroying Wakanda. |
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MODOK Bosses ( /15)
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Once Dr. George Tarleton, he is now the Mental Organism Designed Only for Killing.
MODOK believes in science above all else and seeks to replace super-powered individuals with machines that he alone can control. In his twisted world view, he must destroy Inhumans and Avengers alike to save humanity. |
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Maestro Bosses ( /15)
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He used to be the Incredible Hulk, but after losing the war with the Kree he took on a new name... Maestro. He now stands guard over the post-invasion wastelands to stop anyone from unleashing the terrible weapon at the center of it all. |
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Monica Rappaccini (Exo) Bosses ( /15)
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This modified Monotronic Exo suit was designed specifically for close combat with super-powered opponents, such as Rogue Inhumans. Doctor Rappaccini has personally tested the suit herself and made additional modifications to increase its combat effectiveness. |
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Scientist Supreme Bosses ( /15)
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Driven by her mission to prepare earth for the invading Kree, Monica Rappaccini set out to find a weapon, experimenting with cosmic energy, a substance powerful enough to alter reality itself. With help of her future self, Monica Rappaccini succeeded in constructing the Cosmic Cube, bringing her to the verge of changing the world as she sees fit. |
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Super Adaptoid Bosses ( /15)
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The Super Adaptoid exists to protect AIM's Project Omega. It utilizes advanced AI to mimic the powers of the Avengers in combat. |
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Taskmaster Bosses ( /15)
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Tony Masters, AKA Taskmaster, was once a rank and file SHIELD agent with a special skill for mimicking the abilities of his target. But because of his aggressive attitude and questionable methods, he was dishonorably discharged from SHIELD.
Hoping to one day exact revenge on his former employer, Taskmaster sought his fortunes on the independent market, selling his skills to the highest bidder. |
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Warbot Bosses ( /15)
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AIM's Warbot was originally designed for use as a deep Earth mining machine. But as the resistance gained traction, versions of the machine or weaponized to hunt down Inhuman safe-houses.
This complex AI driven combat mech can withstand attacks from large groups of enemies. It's armor is impenetrable, but the Warbot's air vents may be vulnerable. |
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Warship Bosses ( /15)
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This AIM aerial weapons platform was built to enforce order in times of unrest. It can patrol vast areas and withstand attacks from large groups of enemies.
The Warship is equipped with Advanced self-healing nano-bot technology, making it extremely difficult to destroy in combat. |
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Wind Clone Bosses ( /15)
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The flying Wind Clone has been infused with wind-based abilities through the power of the Cosmic Cube. They possess the ability to create powerful wind spheres that damage you over time. Defeat the Wind Clone before the battlefield is filled with their attacks. |
Name | Description | |
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Black Mesa Locations ( /15)
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Colloquially referred to as simply 'the prison,' Black Mesa is AIM's secret Inhuman containment and testing facility.
Few know the true scope of dark dealings done behind these walls, but those who have escaped describe terrible experiments and mistreatment at the hands of AIM researchers. |
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Decommissioned Chimera Locations ( /15)
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Once housing the experimental Terrigen Reactor, this flagship of the Avengers' West Coast initiative was decommissioned after A-Day.
The Chimera was moved to a remote SHIELD black site in Utah to be dismantled, but rumors persist that it is still intact and being used as a headquarters by the nascent resistance movement. |
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Golden Acres Locations ( /15)
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Prior to the Stark Family's meteoric rise during the Industrial Revolution, they owned and operated a pyrite mine in the remote foothills of the Ruby Mountains in central Nevada. Originally thought to be a real gold mine, Golden Acres turned out to contain a mineral of considerably less value. Never one to accept defeat, George Stark sold pyrite as "the real deal" to gullible businessman seeking their fortunes on the frontier.
Using his newfound wealth, George built a mansion on the land and the deed has remained in the family ever since. Few modern records exist of Golden Acres as the mine was closed over a hundred years ago. Something of a family secret, Tony sometimes spent summers there as a child, so Golden Acres has a special place in his heart. |
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Heroes Park Locations ( /15)
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Once dedicated to honoring the Avengers, Heroes Park has become ground zero for the growing conflict between AIM and its supporters, and those who wish for the return of the super powered. The parks statues have been both defiled and enshrined – and an A-Day memorial stands amidst the grounds, reminding all of those who were lost.
AIM intends to raise the park and build a new, state-of-the-art headquarters in the months to come. |
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Jersey City, New Jersey Locations ( /15)
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Jersey City is the hometown of Kamala Khan. Located on the Eastern Seaboard, Jersey City is across the Hudson River from Manhattan.
Kamala can see AIM Tower, formerly Avengers Tower, from the roof of her family's apartment building. |
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Kamala's Headquarters Locations ( /15)
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Once a Jersey City water tower, Kamala secretly turned it into her own personal 'headquarters' when it was decommissioned by the utility planning office.
Kamala now uses it as a place to practice her powers in secret and research missing Inhumans. |
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Manhattan Evacuation Zone Locations ( /15)
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Once the home of the Avengers Tower, Manhattan now hosts a rebranded AIM Tower and is the epicenter of AIM's new corporate power in America. Recently, the Resistance helped break out a large number of Inhumans from one of AIM's Manhattan clinics.
AIM responded by cornering the Inhumans and creating an 'evacuation zone' to deal with them out of the public eye. |
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Medusa Laboratory Locations ( /15)
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Little is known about this top secret AIM laboratory, located several hundred meters beneath the frigid arctic ocean.
Skywatch scans have determined that the lab is using enormous amounts of energy, likely in an effort to contain some kind of volatile experiment. |
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Olympia Archive Locations ( /15)
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Located in the heart of AIM's Pacific Northwest holdings, Olympia Archive was once owned and operated by Stark Industries. The facility was used to store many Stark Family projects and artifacts over the years.
After the AIM takeover, the facility was repurposed in the laboratory devoted to the study of Terrigen. The fate of the 'Stark Archive' and its contents is a mystery. |
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San Francisco Quarantine Zone Locations ( /15)
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After the tragic events of A-Day, San Francisco was consumed in a cloud of Terrigen Mist. The city and surrounding area was evacuated and walled off.
All access to the quarantine Zone was restricted - activity within is now controlled by AIM as they conduct 'cleanup operations.' But as the Avengers have learned, something more sinister has been happening in this once jewel of the West Coast. |
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The Ant Hill (Codex) Locations ( /15)
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Affectionately known as "the Ant Hill" by its own inhabitants, this series of caves deep beneath the Utah Badlands acts as the Resistance Headquarters.
Accessible only by the 'portal powers' of the Inhuman twins, Theo and Cerise, the Ant Hill is a safe haven for those who have escaped AIM's black site prisons. Dr. Hank Pym is slowly expanding the base with the help of ants he has learned to communicate with. |
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The Chimera Helicarrier Locations ( /15)
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The Chimera is the Avengers new, state-of-the-art Helicarrier. Housing the revolutionary new Terrigen reactor, the Chimera will act as a mobile headquarters for Earth's Mightiest Heroes to tackle threats across the world.
The Helicarrier holds a full complement of SHIELD personnel, as well as several quinjets for use in targeted Missions. |
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The Chimera Reborn Locations ( /15)
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With Tony Stark's help, the Avengers now have a fully operational and airborne base of operations in their fight against AIM.
The Chimera contains advanced surveillance technology designed to track AIM's movements and activities. |
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Venture Ridge, Wyoming Locations ( /15)
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Once a peaceful small town in the Red Desert of Southern Wyoming, AIM targeted Venture Ridge to use as a cover for one of their Inhuman holding facilities. Most of the town's citizens were forcibly evacuated, though some refused to leave.
Among those who opposed AIM was Sheriff Joseph Ember and some of his loyal deputies. They've been trying to fight back, but have been unable to stop AIM from using Venture Ridge as a test bed for their dark experiments. |
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Woken Ritual Site Locations ( /15)
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Hidden in the cold forest of Scandinavia, the Woken of Asgard, a radical AIM off-shoot, has begun worshipping a false God.
This remote area is close to several ancient Asgardian sites of worship, giving the Woken access to unseen magical ley lines of power. |
Name | Description | |
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Eastern Seaboard Regions ( /7)
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The Eastern Seaboard of the United States contains the bulk of AIM's public corporate holdings. While AIM operates in the shadows in remote areas of the west, their public face is on Full display in major cities of the east.
AIM maintains a headquarters in every major metropolis, as well as a very aggressive presence in the form of billboards, clinics, and office parks. Additionally, AIM Synthoids can be found working in the service sector throughout this area. |
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Pacific Northwest Wilderness Regions ( /7)
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Encompassing an expanse of forest stretching across the Pacific Northwest of the United States, much of this area was once privately owned by Stark Industries.
After taking over all Stark assets, AIM has expanded their holdings, establishing a massive zone that is off-limits to the public. |
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Scandinavian Highlands Regions ( /7)
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This vast tract of cold forest has remained untouched by modern technology for hundreds of years. But recently, AIM has set it's sights on the rich resources buried deep beneath the ancient trees and mountains of this snowy land. |
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Snowy Tundra Regions ( /7)
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These cold, vast plains were once home to several remote SHIELD installations that have long since been abandoned. But Director Fury may have hidden valuable equipment and information here, in the event of SHIELD's demise.
AIM has recently been investigating the area, searching for anything of value that may have been left behind. |
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Utah Badlands Regions ( /7)
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The Utah Badlands encompasses a vast stretch of dry, eroded terrain with minimal vegetation in Northern Utah in the United States. SHIELD once maintained several secret facilities throughout this area.
Rumor has it that AIM has since taken over these facilities and converted them to their own use. |
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Wakanda Regions ( /7)
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After A-Day, the technology--advanced African nation Wakanda closed its borders to outsiders for the second time. Five years later, AIM has hired the mercenary Ulysses Klaue to procure them Vibranium, a precious metal that can only be found within Wakanda. Wakanda is led by a monarch who also holds the title of Black Panther, an individual blessed by the Panther goddess Bast with super-human abilities in order to keep Wakanda unconquered - as it has remained for over 10,000 years. |
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Wasteland Regions ( /7)
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In the distant future, the Avengers have perished, the Resistance has fallen, and all that remains is a dusty desert wasteland scarred by a war with the Kree that was hard fought but tragically lost.
Decrepit AIM bots still terrorize the small pockets of humans who desperately scavenge resources SHIELD and the Inhuman Alliance left behind. |
Name | Description | |
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Hammer Industries Gear Branded Gear ( /4)
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Created under the oversight of industrialist billionaire Justin Hammer, gear bearing his brand is focused on gaining the advantage in hand-to-hand combat situations. Possible attributes: |
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Pym Technologies Gear Branded Gear ( /4)
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Developed by Dr. Hank Pym, the gear that bears his brand is focused on maximizing damage to enemy weak points. Possible attributes:
◽Proficiency |
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SHIELD Gear Branded Gear ( /4)
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In order to keep the peace, SHIELD needs to ensure its Agents stay safe. Gear that bears the SHIELD brand has been engineered to increase defensive strength in order to protect the wearer from harm. Possible attributes: |
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Stark Industries Gear Branded Gear ( /4)
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Modeling Stark Industries branded gear after technology developed for his personal arsenal, Tony Stark has created a line of gear that focuses on effectiveness at a distance. Possible attributes: |
Subcategories
This category has the following 15 subcategories, out of 15 total.
A
B
C
D
E
L
M
P
Q
R
S
W
Pages in category "Codex"
The following 98 pages are in this category, out of 98 total.