Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

[Sub-Faction Concept] Kela De Thaym And "the Pure" (Machinery-Health Based Faction Born From Grineer)


FoxFX
 Share

Recommended Posts

The flesh is a form of despair, but a vessel of metal is eternal! We are purified of our limited selves...and soon, all will be purified!!

 

The universe is too small for 3 queens. Only one can ascend to the true throne...a throne born of metal!

 

No Grineer, no Corpus scum, no wild animal, nor will any spawn of Tenno will be spared from our crusade. BECOME PURIFIED, CHILDREN! YOUR TRUE QUEEN DEMANDS IT!!!

 

-Kela De Thaym, the Machine Queen

 

The Pure

 

During the time Sargas Ruk preached of flesh being a symbol of sin, several Grineer have followed his beliefs. So, a movement then emerged with Grineer soldiers forsaking their bodies and implanting their brains into exoskeleton machines as a way to escape their deteriorating fates. Kela De Thaym would follow suit and soon became the leading entity of what many Grineer calls them "The Pure."

 

With their new found machinery bodies, the Pure have found themselves extremely resilient and a force to be reckoned with. Unlike the Grineer, whose main health is considered "Cloned Flesh", the Pure's main health is "Machinery." This makes the Pure resistant to Toxic and Viral damage. However, the Pure are vulnerable to Electric, Impact, and Blast damage.

 

1> Their main health source is Machinery

2> Some Pure, after death, can explode

3> Corpses of Regiment and Recombinant can be revived (more on this @ another time)

4> Can climb walls and ceilings for surprise attacks

 

The Location

 

Their Tile Set is like a machine factory where they convert Grineer and other flesh-bearing subjects into Pure Machines. Grineer armor and bodies can be shown all over the factory. Some rooms have these surgical tables mounted under these "surgical bots" which are responsible for doing the "remodeling" of flesh beings into these cybernetic militants.

 

Because Kela De Thaym is the ring leader of this sub-faction, it is located int he Sedna system.

 

The Enemies

 

The Pure are put under 3 classes: Regiment are your basic run in the mill cyborg-like enemies that uses guns and melee weapons for combat Recombinant are bigger and more armored versions of the Regiment, but do not wield guns or melee weapons. Instead, they have infused inside them an elemental reactor which they use to unleash powerful attacks. Flocks are miniature machinery that can cause unique functions for combatant Pure, and some can cause some dangerous situations for Tenno.

 

Regiment Artillery

Stats: Machinery, Fertile Armor

Behavior: Standard enemy that prefers taking cover and shooting enemies with a semi-auto rifle. Can sometimes cling to the ceiling and walls to fire enemies off of their cover. Can use Grakata, Grinlock or Hind.

Attacks: Fires with a semi-auto rifle and smacks nearby enemies with rifle

 

Regiment Sharpshooter

Stats: Machinery, Fertile Armor

Behavior: Always tries to attack away from enemies and looks for cover occasionally. Can sometimes cling to ceilings and walls to fire enemies off their cover. Grineer Crossbow is called Crimstone.

Attacks: Uses an explosive Crossbow bolt attack that can be fired at a far distance which causes Blast damage and status. Smacks nearby enemy with the crossbow.

 

Regiment Returner

Stats: Machinery, Fertile Armor

Behavior: Uses Throwing Weapon to block range attacks. Moves in closer slowly to try and take fights to close range. Can cling to ceilings and walls.

Attacks: Throws a state-of-the-art Grineer Glaive-type weapon that has high Impact/Slash stats. When not throwing the Grineer Glaive weapon, called Thrifter, It uses the weapon as a shield and tries to move in closer to foes. Swings with the Thrifter in melee range.

 

Regiment Chain Master

Stats: Machinery, Alloy

Behavior: Rushes in to take fights in close range. Uses its Grineer Whip Weapon, Grit Linker, To maneuver itself across maps. Can cling to ceilings and walls.

Attacks: When close enough, uses its Grit Linker whip to attack foes. Can pull foes towards itself like Valkyr's Ripline.

 

Regiment Brute

Stats: Machinery, Alloy

Behavior: Likes to take the fight up close and are relatively fast. A bit bulkier and resilient compared to regular Regiments. Uses knuckle weapon that has high slash damage called Secare.

Attacks: Uses fists to melee their foes. When damaged enough, they will cast Iron Skin.

 

Regiment Ripper

Stats: Machinery, Alloy

Behavior: Usually hides to pounce on unexpected enemies. Rushes into enemies when it is aware that it has been spotted. Can run on ceilings and walls to get in close. The Grineer Chainsaw is called Incisor.

Attacks: Tries to shred enemies with a chainsaw which has a high chance of delivering Slash status.

 

Regiment Eradicator

Stats: Machinery, Fertile Armor

Behavior: Takes cover and clings to walls/ceilings to fire enemies of their cover. Uses Torid.

Attacks: Shoots a gas grenade that causes Gas status to any that walks into it. When enemies are close, they can blind nearby enemies for a short time to escape.

 

Regiment Esper

Stats: Machinery, Fertile Armor

Behavior: Similar to a Regiment Artillery. Can use Grakata, Grinlock or Hind.

Attacks: Attacks similarly to a Regiment Artillery, but with a twist. Has the ability to cast Push which pushes back and rag dolls Tenno. Also has the ability to grab Explosive Barrels and Crygenic Barrels and can throw them at enemies like a psychic.

 

Fire Recombinant

Stats: Machinery, Alloy

Behavior: Does not move much. When damaged enough, becomes extremely aggressive and moves in closer.

Attacks: Shoots fireballs from hands. Casts Accelerant when enemy gets close. When all health is gone, can sometimes explode and creates a field of fire that lasts for a short time dealing Heat damage and status to anything that walks nearby. Punches nearby enemies with a chance of Heat status.

 

Ice Recombinant

Stats: Machinery, Alloy

Behavior: Does not move much. When damaged enough, becomes extremely aggressive and moves in closer.

Attacks: Casts Ice Wave to deal high damage. Punches nearby enemies. When all health is gone, can sometimes explode and leaves behind a large gas that causes Cold status to any enemy that is in/walks inside it.

 

Shock Recombinant

Stats: Machinery, Alloy

Behavior: Does not move much. When damaged enough, becomes extremely aggressive and moves in closer.

Attacks: Shoots a projectile that attaches to an enemy which for a short time causes Electric damage and status (similar to Arc Traps). Punches nearby enemies with a chance of Electric status. When all health is gone, can sometimes explode with high Blast damage and status.

 

Nuclear Recombinant

Stats: Machinery, Alloy

Behavior: Does not move much. When damaged enough, becomes extremely aggressive and moves in closer.

Attacks: Shoots a slow moving projectile that explodes dealing high Radiation damage and status (similar to Nova's Antimatter Drop, but does not get stronger the more you attack it). Punches nearby enemies. When all health is gone, can sometimes explode and creates a large field that induces Radiation status to anything nearby.

 

Flock

Stats: Machinery

Behavior: Relatively the size of a Roller that always travels with a pack. The Flock are like a swarm of rats that can travel on ceiling and floor to become nuisances to enemies.

Attacks: They merely go to an enemy an attach themselves to them doing damage continuously. When around 4+ Flocks attach to an enemy, they get in an animation of trying to shake off any Flock on them causing a pseudo stun situation. Tenno will have to tap E repeatedly to get them off. They do not latch onto enemies long.

 

Paramedic

Stats: Machinery

Behavior: Flying robotics that hover at the distance to attack afar or moves toward dead Recombinant and Regiment to aid them.

Attacks: Fires a bolt attack that can cause Puncture damage/status. When nearby a downed Regiment or Recombinant, it will shoot down a pulse that revives the downed ally.

 

Metal Kubrow

Stats: Machinery, Fertile Armor

Behavior: Hunts with a pack. Usually travels with a Regiment

Attacks: They attack by either opening their jaws to reveal sharp teeth then attempt to slash-bite their victim, headbutt them or swipe at them with their clawed paws. They can also knockdown enemies by jumping at them. Can also immobilize Tenno by biting their legs. They can also grab ammo and resources and consume them rendering them unattainable until death.

 

Mini Boss: Slime Eye

Stats: Machinery, shielded by a Neutral Health (not resistant nor weak to any element)

 

Behavior: Slime Eye is a spherical Pure Machinery that is surrounded by a goo-like shape memory parts that takes on different forms. Tenno can walk through this goo, but in return receive Toxic status.

 

In order to damage the boss, players will just have to keep firing until it ruptures the goo and exposes the main core.

 

Slime Eye remains in a different form for a few seconds. With each form it takes, players are urged to prepare specific exasive maneuvers to avoid receiving Toxic status.

 

Attacks:

 

Walking Golem Form: Slime Eye's goo takes  a golem-like form. It will try to slowly walk through nearby Tenno to pass by them and cause Toxic status. Each step leaves behind a small footprint of Toxic puddle that last a few seconds.

 

Wild Dash Form: Slime Eye with the Toxic goo dashes forward to try to run through a Tenno.

 

Closing Ring: While in Walking Golem Form, Slime Eye will sometimes stop and shoot a ring of its goo to surround Tenno with. The ring then slowly closes in trying to cover Tenno with its Toxic goo. A Tenno can simply jumped out of the ring before it closes on them. The goo then quickly returns to Slime Eye after closing in.

 

Whell Blade Form: Slime Eye jumps to the center of the arena and at first takes a spherical form. It then extends some goo and will slowly swing around to sweep Toxic status to its foes. Tenno can duck/slide to avoid the attack.

 

Environmental Hazards

 

To preserve the bodies the Pure are going to convert, they put flesh subjects in specialized cryogenic pods. Barrels of these cryogenic substances can be found all over the factory. Destroying them make them explode causes enemies/Tenno some damage and to be in a frozen state unable to move or attack.

 

The factory also has specialized security cameras equipped with machine guns.

 

Tenno will also encounter Factory Arms that will grab Tenno and squeezes them for a short time dealing some damage. These Factory Arms should be dealt with or else a unwary Tenno rushing in can be fatally wounded.

 

The Queen of Machine, Kela De Thaym

 

The fight against the new Kela De Thaym is going to be a twist of a fight.

 

Kela De Thaym has become the main computer/control core of the factory in Sedna. Due to this, she is like a tower of circuits that you just need to smash. However, do not think that this fight is going to be easy just because she is now just stationary.

 

Kela De Thaym, the Machine Queen of the Pure

 

Stats: 10000 Machinery

 

Behavior: She is merely a computer with a couple of cores that are protected with impenetrable shell that opens. Instead of attacks, she opens one of these shells and a status to all Tenno is inflicted. While a shell is opened up, the Tenno can launch attacks at them to deal damage to her. While trying to destroy Kela De Thaym, the Tenno will be dealing with Recombinant and Regiments that spawn continuously.

 

Kela De Thaym keeps a shell open until around 5~10 seconds and does not open another shell until 5 seconds.

 

You can cause a malfunction by hacking a nearby console. When Kela De Thaym is malfunctioned, all shells are opened leaving the cores vulnerable to damage for around 15 seconds. You can only cause a malfunction to Kela De Thaym every 30 seconds.

 

Warning: Once her health reaches <25%, she can open 2 shells at a time.

 

Attacks:

 

Orange Shell - Inversion Control: Kela opens a shell that shows a glowing orange core. While this is opened, all Tenno's directional buttons and aiming are reversed for 5 seconds after the shell opens.

 

Blue Shell - Overclock: Kela opens a shell that shows a glowing blue core. The moment this is opened, Regiment and Recombinant receive a damage and buff and they attack and move faster for 20 seconds.

 

Green Shell - Flesh Killer: Kela opens a shell that shows a glowing green core. The moment this is opened, the stage spawns a couple of gas clouds that temporarily linger inflicting Gas status for around 10 seconds.

 

White Shell - Aegis Program: Kela opens a shell that shows a glowing white core. While this is opened, all Regiment and Recombinant currently in the area cannot be damaged for 10 seconds.

 

Violet Shell - Shield Distruption: Kela opens a shell that shows a glowing violet core. The moment this is opened, Kela casts Shield Polarization o all Tenno.

 

Red Shell - Rocket Systems: Fires around 5-6 slow  Homing Ogris Rockets.

 

Quotes for Kela De Thaym Boss Fight and other Inboxes

 

 

Kela De Thaym: Freedom from the burden of flesh! Be purified from sickness, purified from age, purified from mortality!! Be the next evolution of Grineer society:...BE PURE!!!

 

[stolen Message from Tyl Regor]

 

I guess the Oxium we bought from the Corpus cowards were good for something. After Kela De Thaym demanded me to find lightweight yet durable armor for her "Regiment" project, I started to realize the possible threat the Pure would be.

 

Since the construction of the factory was finished, many Grineer troops were reported missing or kidnapped.  I can only conjure this to be the work of those mechanical maniacs.

 

[inbox from Lotus]

 

[Player Name]

 

As you are aware, ever since the rise of this "Pure" faction, internal tension with the Grineer has risen an all time high. However, we cannot deny that the Pure's main objective is to wipe all "flesh" enemies and convert them to their army. This not only will name you their target, but the Corpus and Grineer as well.

 

We have received several requests from both enemy factions for a truce to put an end to the manufacturing of the Pure army. Their factory is located in Sedna where Kela De Thaym has become the commanding power of this mechanical threat. Take her out to limit the advances of this peculiar foe.

 

More will come

 

check out my other works:

 

Dark Sector Expansions: https://forums.warfr...ector-missions/
Infested Boss and Assassin: https://forums.warfr...er-the-afflict/
Infested Boss with Counterable Finisher: https://forums.warfr...ntless-ravager/

Mission Mobile Sabotage: https://forums.warfr...-tile-set-only/

Corpus Boss with Finisher: https://forums.warfr...-suit-pillager/

Emergency Mission: https://forums.warfr...-home-tile-set/

Escort Mission: https://forums.warfr...st-your-escort/

Gecko Boss: https://forums.warfr...boss-the-gecko/

Heretics: https://forums.warframe.com/index.php?/topic/226091-corpus-boss-and-group-concept-the-sniper-boss-ter-evarg-and-the-heretics/

Edited by FoxFX
Link to comment
Share on other sites

Holy S#&$ text wall! Cool idea ad very thought out but could you plz specify the guns they would use?

 

Since they were originated from the Grineer faction, I gather that they would be using Grakata, Grinlock and Hind for the Regiment Artillery. The Regiment Sharpshooter are using a special Grineer Crossbow gun (I'd like to give the name of such crossbow Crimstone).

Link to comment
Share on other sites

Crimstone I like it. Now all you need is the stats.

 Crimstone

 

Type: Arrow/Crossbow/Sticky Bomb

 

Impact: 15

Puncture: 15

Blast: 100

 

Accuracy 16.7

RoF: 0.5

 

Crit Chance: 20%

Crit Damage: x2

Proc: 10%

 

Magazine Size: 1

Ammo Capacity: 60

Reload Time: 1.5

 

Trigger: Semi-Auto

Polarity: Dash, V

 

Note: Initialy, The bow will do the Puncture/Impact damage and the arrow sticks to the enemy similar to how Castanas are. After approx. 2 seconds upon sticking to the target, it explodes with the Blast damage. Both Physical and the explosion damage are influenced with Elemental Mods.

Link to comment
Share on other sites

Crimstone

 

Type: Arrow/Crossbow/Sticky Bomb

 

Impact: 15

Puncture: 15

Blast: 100

 

Accuracy 16.7

RoF: 0.5

 

Crit Chance: 20%

Crit Damage: x2

Proc: 10%

 

Magazine Size: 1

Ammo Capacity: 60

Reload Time: 1.5

 

Trigger: Semi-Auto

Polarity: Dash, V

 

Note: Initialy, The bow will do the Puncture/Impact damage and the arrow sticks to the enemy similar to how Castanas are. After approx. 2 seconds upon sticking to the target, it explodes with the Blast damage. Both Physical and the explosion damage are influenced with Elemental Mods.

Should make it a high chance of knock down. It seems fit for this type if enemy.
Link to comment
Share on other sites

Should make it a high chance of knock down. It seems fit for this type if enemy.

 

I should note that this weapon works with Firestorm.

 

And I'll let the Blast and Impact status this weapon can inflict be part of the knock down/stun part of the weapon

Edited by FoxFX
Link to comment
Share on other sites

Any comments about the Regiments? Recombinant? the Bosses?

 

I personally feel that this Kela De Thaym and her status/shell thing can be a great refreshment for a boss that gives some challenge and fight time to feel like it is a boss.

Link to comment
Share on other sites

I like the crowd control abilities for the recombatants. This makes players go holy **** I can't just barrel through this!

 

Well one of the things I've been aiming for doing these Fan Concepts is to do concepts that is:

 

1>possible for DE to do based on what the game has now.

 

2>deriving from the current lores of the game

 

3>to at least "punish," but not prevent, players that have popular play styles in this game like bulldozing all levels.

 

That is why I had ideas like the Corpus Sub-Faction: The Heretics and this Grineer Sub-Faction: The Pure

 

btw, I'm thinking of putting the Three Orokin Bosses and the Two Legendary Weapons on hold. I don't think with the track record on views I'll be getting much feedback on what I was about to jot down.

 

But I have thought up another concept work about a concept I feel needs to have more life into it

Link to comment
Share on other sites

Adding a few new enemies:

 

Regiment Returner

Stats: Machinery, Fertile Armor

Behavior: Uses Throwing Weapon to block range attacks. Moves in closer slowly to try and take fights to close range. Can cling to ceilings and walls.

Attacks: Throws a state-of-the-art Grineer Glaive-type weapon that has high Impact/Slash stats. When not throwing the Grineer Glaive weapon, called Thrifter, It uses the weapon as a shield and tries to move in closer to foes. Swings with the Thrifter in melee range.

 

Regiment Chain Master

Stats: Machinery, Alloy

Behavior: Rushes in to take fights in close range. Uses its Grineer Whip Weapon, Grit Linker, To maneuver itself across maps. Can cling to ceilings and walls.

Attacks: When close enough, uses its Grit Linker whip to attack foes. Can pull foes towards itself like Valkyr's Ripline.

Link to comment
Share on other sites

Will the chain master be like a ninja scorpion? With a chain attack and a vicious melee.

 

 

I think more in a line like some sort of warren with a whip trying to keep a handle of his servants. Yes, there will be some sort of vicious nature to this one.

 

I also would like to have The Pure be color coded:

 

Green is when they don't expect any intruder

Yellow when they are suspicious

Red when they are in combat or at least see a Tenno

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...