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Fan Frame: Unurb


LaurelGPrime
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Unurb
A wild soul whose veins
Are paths that fork in twain
Cut the purse and rob the men
As Unurb packs with gold and lead

Stats.
HP. 350 (1050 at max rank)
Armor. 350
Shields. 270 (810 at max rank)
Energy. 125 (187 at max rank)
Sprint Speed. 1
Passive. Whenever Unurb picks up credits, he gains the "Sticky Fingers" buff for 2s, which grants him +50% damage done. Additionally, Unurb is not targeted by wild animals such as kubrows or sand skates.

Abilities.

Seize. Unurb reaches forward and grabs ahold of an enemy, holding them by their neck with his left hand and coercing them to reveal other enemies within 35m on the minimap. While an enemy is held, Unurb can still shoot, reload, roll and perform actions as usual, and enemy fire in a 105° cone in front of him is taken by the held enemy. Recast to perform a melee finisher on the enemy. Drains 15 energy.

Terrain Affinity. Unurb becomes immune to traps and gains passive buffs depending on where he is. Cast the ability to enhance them and add extra effects.
  • In cold environments that would drain his shields, they are unaffected and he is immune to the cold status (on cast gain 350 armor). But in non-cold places, he is immune to the heat status (on cast gain damage immunity while rolling).
  • When there is no ceiling anywhere 20m above him, he gains +35% parkour velocity and aim glide duration (on cast gain +35% damage on headshot). But when there is a ceiling 20m or closer above him, he gains +35% movement speed and chance to resist knockdown (on cast gain +3.5m of punch through).
  • When there aren't any vertical obstacles like walls within 20m, he gains +35% sliding speed and -20% friction (on cast become undetectable to enemies more than 20m away). But when there are vertical obstacles within 20m, enemies that detect him don't alert other enemies, and touching an enemy without attacking won't alert them (on cast become undetectable to enemies closer than 20m).

Active buffs last for 35s base. Drains 50 energy.

Bloodhound. Unurb gains +100% (additive) critical hit chance on melee finishers. He also has increased credit from enemies revealed by Seize (and increased resource drop chance if they are killed by a finisher). Drains 25 energy on cast and 2,5 per sec.

Mutiny. Unurb assembles a raiding party from the enemies revealed by seize. These enemies do a short animation where they cheer for their new leader and then give drops as though they died, with increased credit and loot chance if Bloodhound is active. They will also open lockers (even locked ones) and break open containers, giving any resources they pick up to you. Trying to recruit more than one raiding party at once results in the original deserting from you, betrayed. Killing an enemy that dropped loot because of mutiny or recasting the ability won't drop more loot. Drains 100 energy.

Unurb signature weapons.
Blank and Shank
Type. Dual Pistols
Mastery rank. 10
Slot. Secondary
Trigger. Semi
Accuracy. 20
Ammo max. 72
Ammo pickup. 12
Ammo type. Secondary
Disposition. 1x
Fire rate. 2 atk/s
Noise. Silent
Magazine size. 6
Reload time. 2.2s
Main fire:
Projectile speed. 300m/s
Projectile type. Projectile
Crit chance. 40%
Crit mult. 3x
Status chance. 2%
Damage. Impact 100 Puncture 350 Slash 50 (500 total)
Alt fire:
Projectile speed. 65 m/s
Projectile type. Projectile
Ammo use. 0
Crit chance. 2%
Crit mult. 2x
Status chance. 50%
Damage. Impact 65 Heat 165 (230 total)
Blank and Shank work in tandem as a deadly duo, with the alt fire shooting a flare that has infinite body punch through and ricochets off walls thrice, gaining 1 ricochet for every meter of punch through the weapon gets, and blinding enemies within 10m of it for 5s, then exploding when it runs out of ricochets dealing a blinding blast in 15m (blind doesn't open enemies to finishers). Following shots come from a high power suppressed revolver which has forced impact procs. This weapon's reload varies with spent ammo. If only one of the firing modes was used, the reload time becomes 1,4s. Pairing these dual pistols with a glaive combines them into one hand. When wielded by Unurb, it leaves blind enemies open to finishers on headshot.

Konthro
Type. Glaive
Mastery rank. 10
Attack speed. 1.33x
Disposition. 1.20x
Follow through. 1x
Range. 2m
Normal attack.
Crit chance. 12%
Crit mult. 4x
Status chance. 12%
Damage. Impact 40 Puncture 160 Slash 40 (240 total)
Throw.
Crit chance. 14%
Crit mult. 4.2x
Status chance. 14%
Damage. Impact 46 Puncture 172 Slash 46 (264 total)
Charged throw.
Charge time. 1s
Crit chance. 16%
Crit mult. 4.4x
Status chance. 16%
Damage. Impact 88 Puncture 392 Slash 88 (528 total)

The Konthro is a front heavy throwing knife specialized in retaining force even after hitting the most armored of enemies, and dealing devastating blows. It can deal finisher and stealth attack damage from range, and has 3m of punch through instead of bouncing. It deals +100% finisher damage when wielded by Unurb.

Unurb Augments.
Seize and Extort. Enemies take 1/2/3/4 seconds before they begin attacking you while you have an enemy held by Seize.
Enemy Affinity. Gain a buff depending on the last enemy faction hit
Reduce enemy armor by 5/10/15/20% (Grineer)
Reduce enemy shields by 5/10/15/20% (Corpus)
Reduce enemy speed by 5/10/15/20% (Infested)
Reduce enemy armor, shields and speed by 2/5/7/10% (Corrupted)
5/10/15/20% chance to remove sentient damage resistances on hit (Sentient)
On cast: Gain +5/15/25/35% damage against the active faction for 35s.
Ripper. Enemies revealed by Seize are slowed down by 10/20/30/40% while Bloodhound is active and drop health orbs on death.
Pillaging Mutiny. Every 9/8/7/6 kills the raiding party assists in, the closest one to you drops an energy orb.

As for Unurb himself, his vibe is that of an outdoorsman/highwayman; someone who lives off the grid robbing passersby. My personal mental image has him wearing furs and belt, or the posh orokin equivalent of those, since he is a warframe after all. His name comes from the prefix un- (meaning not, as in "uncertain" to mean not certain) and urb (as in urban); literally non-urban. Blank and Shank are pretty self explanatory, but I thought of the Konthro (from "Condroc" and "throw", btw) as a Bowie knife if it was throwable, with touches from a Kukri. Look it up, they're cool.

Mucho texto over, thanks for reading if you did, had to get this off my chest.
Edited by LaurelGPrime
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1. You managed to make Terrain Affinity a consistent version of old Mirage's Eclipse: the way you use the environment to gain the buffs is more controllable, and even though the buffs themselves are mostly secondary, you compensated it by giving the ability extra utility on activation. Losing detection during half minute sounds great even if it only works on enemies at certain distances, and also seems pretty good being immune to damage while rolling for the same amount of time.
2. Finisher builds with this frame in particular could be crazy for the first time. Combining the Konthro perk of doing finishers at distance and the crit and damage buffs the frame set gives, the strategy sounds very playable to me, and i would love to immediately destroy high level heavy gunners at full health and stuff like that just by doing finishers on them, if that becomes possible. It could also make blinding abilities more viable.
3. I liked the concept for the frame itself and the design of the weapons you described, specially Blank and Shank's being able to be used with the Konthro as a one-handed gun because they are designed to be paired.
I hope more people see your post, it's an original concept and it has a lot of potential.

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