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Warframe Concept: Horus, The Sword of the Grineer


Brinstar7777
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I think it's about time DE put out a warframe based on the grineer and their lore and ideology. This Warframe's namesake is a egyptian god of the the sky, war, and protection; figured it would be fitting, given that this is a warframe themed around warfare and the decidedly militaristic Grineer, and that it has a jetpack,

Grineer tried to make own Tenno, to take Tenno strength for their own. Kahl think it fitting you take what they made for yourself. -Kahl 

The product of a union between Grineer manufacturing and Helminth bio-engineering, this unique warframe combines elements of both to devastating effect. His Grineer creators endowed him with a ruthlessly flexible arsenal of weaponry that he uses to outmaneuver his foes and dominate the battlefield. 

Acquisition: The component part blueprints may be bought from Kahl for Stock, much like Styanax. The blueprint for the frame itself could potentially be acquired during a future quest centered around allying with Grineer forces to defeat Narmer remnants (other than Veilbreaker).

Stats:

Spoiler

Health: 50 (150 max)

Shield: 100 (300 max)

Armor: 200

Energy: 100 (150 max)

Speed: 1.2

Passives:

Spoiler

Exclusive Weapon: Horus's Blade. A specially-built blade of Grineer origin, Horus's Blade is a special Machete that only he can equip, much like how only Garuda can equip her Talons. In addition to having far better stats that combine the speed of the original machete with the high damage of Kahl's Slaytra, the blade can be thrown at a single target (much like a Glaive), and then reeled back in on account of the way Horus's Rip Cord (see below) is attached to it's pommel. This also means that if something disarms Horus while he's carrying the blade, it's reeled back in and returned to his hands in a matter of moments. 

Hellion Jetpack: Horus can crouch, roll, slide, and bullet jump. However, instead of double jumping, Horus instead activates his Hellion Jetpack, letting him hover and maneuver in midair much like Kahl-175 does. The Hellion Jetpack has a fuel gauge that recharges when it is not in use.

Strength of the Grineer: Horus, like the Grineer who made him, is strongest when fighting as part of a group. When an ally (tenno or otherwise) is within 50 meters, Horus regains 10 energy per second. This energy regen grows to 20 energy per second when two allies are within close proximity, capping out at 30 energy when three allies are present.

Ability 1: Rip Cord 

Spoiler

20 Energy, Instant

Horus throws forth his Blade, and then uses it as a grappeling hook. If he lands on an enemy, he knocks them of his feet and does considerable damage.

On activation, Horus throws his Machete like a javelin, and then uses the Rip Cord attached to it to execute a flying leap toward the location where the Blade impacted. This can be used to traverse the Tile, like Valkyr's Rip Line. Unlike Valkyr's rip line, Horus will always be pulled towards the Machete's location, regardless of whether it hits terrain or an enemy. If the Machete hits an enemy, it does Piercing damage, and then, when Horus reaches the enemy's location, it's knocked down and subjected to a Ground Finisher, as Horus lands on top of them and violently rips his Machete out of them. This counts as a hard landing for the purposes of triggering the Heavy Impact mod. 

Augment: Piercing Cord. When the Machete impacts on an enemy, it punches through them and continues moving, ragdolling the affected enemy and dragging them along, potentially impaling and ragdolling multiple enemies before impacting upon terrain. 

Ability 2: Shock Grenade

Spoiler

25-50 Energy, Charged

Horus launches an energized EMP orb that detonates on impact, stunning enemies and opening up Veiled foes to being deveiled. Charge this attack to increase the power of the blast.

Horus has a modified EMP Ram in his right arm, similar to Kahl's Veilbreaker but far more powerful. Tapping the ability button consumes 25 energy and launches an energized EMP orb that detonates on impact, doing no damage but stunning any enemies caught in it's blast radius for about a dozen seconds. Alternatively, the button may be held, causing the ability cast to take noticably longer and consume 50 energy but also causing the Shock Grenade it launches to have a massively increased blast radius and stun enemies caught within that blast radius for significantly longer. 

Enemies stunned in this way that possess Narmer Veils become vulnerable to a special Finisher that can be performed by any Tenno close enough to a Veiled enemy stunned by this ability. Initiating this special Finisher plays a short animation in which the Tenno who initiated it forcibly pries off the Veiled enemy's Veil. Immediately afterward, the enemy switches sides and becomes an ally of the Tenno for the rest of the mission, fighting on their side. 

Augment: Pilfering Grenade. Veiled enemies unveiled thanks to this ability (or the missile barrage augment) drop loot as if they were killed upon switching sides. In addition, enemies killed or 'deveiled' while stunned by this ability have a chance to yield additional loot. 

Ability 3: Call To Arms

Spoiler

75 Energy + 33% Shields, Instant

Horus discharges a portion of his shields in a pulse increases the power of his weapons and the weaponry of his allies. 

When activated, this ability drains 33% of Horus's shields in addition to it's regular energy cost, but grants a powerful buff to Horus and every ally within 50 yards, significantly increasing the melee attack speed and fire rate of weapons carried by Horus and his allies and massively amplifying their damage output for a moderate duration. 

Augment: Scanning Call. All enemies within 50 yards when this ability is activated are highlighted through walls for the ability's duration.

Ability 4: Missile Barrage

Spoiler

100 Energy, Instant

Horus unleashes a barrage of missiles, raining fiery death down upon his foes.

Horus activates the missile launchers built into his Jetpack, launching multiple volleys of homing missiles that track enemies within a moderate radius and detonate on impact, inflicting Blast damage. Similar to both the Odonata's Seeking Fire ability and the Grineer Hellion's Missile Barrages. 

Augment: Veilbreaker Barrage. When the missiles this ability produces impact upon a Veiled enemy, instead of doing damage they instantly destroy the enemy's veil, causing the enemy to instantly turn traitor and fight on the Tenno's side for the rest of the mission. 

 

And that's all! Comments and constructive feedback would be appreciated.

Edited by Brinstar7777
Changed the name because it was already taken by an existing shotgun.
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