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Enemies Of The Tenno: Infested Submissions


[DE]Rebecca
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Name Suggestion: Riftamander


Behaviour: This enemy, codenamed ‘Riftamander’, are swarm bringers.They create rifts to the infested orokin towers infested abominations inhabitate.It has the shape of a salamander,though in reality it is an grineer soldier's boby fused with moas.(Instead of hands and legs it has moa legs.)


Attacks: This infested enemy type can create 2 types of rifts.One of them takes time to cast ,but summons many infested,


increasing by difficulty.The second one basically warps all enemies close like a vortex and after 10 seconds it explodes.Riftamander can use the second one while channeling the first one to protect itself.


Encounter: Riftamander can only be encounter in a large mob of infested creatures.It is basically the mob leader and other infested will do everything to protect them.


Defense: Riftamander is a fine example to prove that infested can evolve.Before they were unable to control robotic parts.Riftamander not only does that,but it also combines its heavy rotten flesh with its moa legs to create indesctructible moving parts.


Weakness: Riftamander's legs may be impenetratable,but the rest of its body isn't.It has medium amount of hp,so it doesn't take a lot of time to put it down.Electricity element is its only weakness and if it status procs it cancels its channeling.It is also easy to hunt down,because it is really slow. 


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No Idea for name yet :)

 

Remember this guy from the Half Life series?

It is in my oppinion an awesome inspiration for a regular infested mob in Warframe!

But of course it shouldn't be headcrabs crawling all around its body but infested crawlers instead!

 

Behavior:

I imagine a larger type of infested mob, like a boomer from the left for dead series with Infested crawlers all over it's body

 

Attacks

An obvious ability this creature should be able to perform should be throwing infested crawlers at you! Yes thats right throwing its fellow infested creatures your way to attack! This would both make The infested crawlers more fearsome while giving the infested faction some range attacks at the same time! This would be an acceptable kind of ranged attack for the infested faction. While gunplay isn't something that should be a part of the infested faction this could be a very nice addition.

 

V2x663U.jpg

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Name: Infested Flyers

 

Description:See name :)  I see these things as bat-moths-infected uglies. 

 

Behaviour: These infested (could be crawler sized or could even be Charger-sized variants) would fly at you straight and quickly. This solves the problem that Infested can often be too simply avoided by jumping on a crate while keeping the infested largely melee. With that said, there could be lobber, electric and self-destructing variants of these.

 

When idle, they lie in wait (and can be tricky to see), bat-like upside down or stuck to walls.

 

 

 

What it would like like:

 

a cross between mothra:  

 

https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRwRkoCYam8R1bXDUBhBbJvdPHiMja7x6Tp1QOnyYTBURCkRXzsMA

 

 

 

... and afro bat:

 

http://www.washingtonparkbonaire.org/images-bats/Mormoops_megalophylla6.jpg

 

 

 

 

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Name Suggestion: Miscellus (Latin for 'blend')

Behavior: A very fast agile crawler (face-down ancient size) that tends to dart from target to target, releasing viral clouds and spawning allies. It's only goal is to spread the Technocyte virus. While idle, it'll slowly spawn infested spawners (like in the Lephantis boss battle.

Attacks:

1) A virus cloud that coats its enemies. Tenno will receive a toxin/viral proc, while any allies (grineer, corpus), will be converted into an infested agent.

2) A mark planted on a target, giving aggro to that target (a tenno).

3) Spawns an infested spawner that releases a maximum of five infested (can include other Miscellus's.

Environment Restrictions: Restricted to infested outbreaks.

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This is an idea I had for quite some time, sorry if it was already posted but it’s so good I will give it a shot.

 

My objective is to make the Infested as fearsome and disgusting as they are supposed to be.

 

 

Name Suggestion: Undertaker.

 

Behavior: Undertakers usually stay back until infested units start dying, then they rush towards the corpse and feast on it then run back unless an enemy is near, as defense they will regurgitate their meal as a disgusting projectile. If they haven’t feasted and are under attack they will swing their deformed claw at the enemy. They usually spawn on groups of three.

 

Attacks:

  • Feast/Regurgitate: Undertakers always look for Bodies to eat, normal units give a single Regurgitate charge, Ancients and other heavies give 3. When attacking they shoot a disgusting projectile at the enemy dealing high Impact damage and leaving a toxic pile on the floor.

  • Infested Swipe: If they haven’t feasted they will attack their enemy whit their deformed “claw”, if you can call that thing a claw.

  • Profanation: If a player is downed near them, they will run toward them and puke on the downed Tenno, reducing their Downed “Health” over time.

 

Environment restrictions:  They can spawn on any infested lv <20 though they are uncommon enemies.

 

Picture: Working on it.

Edited by The_Sharp_Demonologist
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Name Suggestion: Infested Sentient

 

Behaviour: Much like all infested this enemy moves towards the player to attack once the player is seen or heard. Major different is that this infested creature is bigger in size and weight, as tall as or taller than ancients and therefore moves slower. The overall move set should indicate that this creature is heavy/not very agile.

 

Attacks: Much like the Volatile Runner this creature runs towards and explodes once it touches the player. Unlike the volatile runner the infested sentient explodes immediately not giving the player the chance to doge role away or something. Upon explosion the player is inflicted with a toxic effect that either:
- drains shield until it reaches zero
or
- decreases the movement speed
while also boosting the damage of all infested in a small area of effect around the player. This toxic effect does not wear off until the end of the mission. (Which makes it very important not to get hit by this enemy and shoot it from a safe distance)
Toxic effect stacks, so if the player gets hit by two or more of these enemies all other infested do lots more damage while the player has no shield/moves much slower.

 

Environment restrictions: This enemy can just be found in the Orokin Derelict and should be rare.

 

Art: The infested sentient should give a hint at how the Sentients looked like (lore!) while also being typically deformed like other infested enemy types.

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Name Suggestion: Ziggurat

 

Behaviour:

 

(spawning intensifies if the power are abused by the tennos ie : if 4players, more than 500 energy used in a minute, then spawn chance +10% etc .. i dont know how your spawn mechanics works so .. cant really say :'(  )

 

- floating graciously @1m of the ground

 

- moving through walls (his vector of movement is always the shortest way, it cannot trigger it s abilities when "phased" in a wall or a solid object, a simple decal / noclip when phasing should do the trick) immune to damage when phased or in transition

 

- enrage if a power is used in its presence, totally immune to the damage component of powers, behaviour impairing and disarm

 

- high armour, 2 weak spots

 

- favours mid-ranged attacks magnetic / electric

 

- if health 100-50%, +50%resistance to range, +10% to melee

- if health 50-0%, +25% resistance to range,+5% to melee

 

- do not have an un-alerted mode, always knows the player position and enrage if it's avoided for too long

 

- no melee attack

 

 

Attacks:

 

1 mental pulse : similar to MOA quake, 2m radius used if more than 2 tennos in melee, 15s cooldown

 

2 synaptic discharge : electric ray, 0-15m, continuous fire : 3s salvo, 1.5s cooldown

 

3 synaptic relay : can spit bones poles (2-30m range), after 1.5 project magnetic arcs in a 2m radius, when planted, leave a mark on the ground signalling the range of the damage, duration 5s, 10s cd

 

4 innervation : [if in chasing mode for more than 20s, if no damage received after the first one for more than 15s, if more than 50 energy is used] : moving speed increased drastically, damage increased, synaptic relay cd drop to 3s and is used in priority

 

 

Environment restrictions: spawn more if power usage is high, idk if we can ignore channelling energy used

 

(Optional) Art or Reference Images:

 

i ll post that a bit later, i picture that like an evolved ancient, more like 2 ancients, back on back, brain fusionned, with mucle contractions spewing cannon, backshells evolved into a bony armor/levitation pod and legs used and a heavy synapse. a torid, synapse, urchin motherbrain. it try to make this work in a nice way :p

 

preview :

 

ziggurat-preview.jpg

Edited by kimahn
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Name Suggestion: Regurgitator

 

Behavior: Moving at an average speed, Regurgitators tend to stay near groups of other infested, usually in close proximity to the other members of the infested frontlines. They will charge Tenno up to a certain point, at which time they will try to maintain a set distance between themselves and the Tenno. They can

 

Attacks: These are infested which have adapted to the Tenno's new "Melee Channel" ability, and evolved to use energy channeling in their own way. By entering a "Channeling State," these infested absorb the kinetic energy of physical attacks (bullets, melee, blast). They can still be harmed through the use of energy attacks (Corpus energy weapons, fire, electricity...) when they are in the Channeling State. Energy absorbed in this way is channeled into large fleshy cheeks (like a squirrel), and then "regurgitated" as a projectile attack towards the Tenno.

 

Environmental Restrictions: None. Ideally this form of Infested would teach a new enemy defense mechanic to the Tenno, preparing them for characters that use similar abilities in the future (Like Stalker's absorb).

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Name Suggestion: Upchuck

 

Behavior: The "Upchuck" is an blind infested creature that uses its sense of sound to track down its enemies. It is somewhat smaller than most known infested creatures but makes up for it with its speed. It chooses to stay on the ground level as the sound of nearby tenno footsteps guide it towards their enemy.

 

Attacks: This infested creature has spores on its back making melee combat difficult as when the spores are damaged they release a toxic gas damaging tenno shields. Hence its name the "Upchuck", the creature when in contact with its enemy will spit up a toxic liquid making its long range abilities an advantage in combat.

 

Environment restrictions: Does not show up in very loud environments as it messes up their senses.

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Name: Wyvern

 

Behavior: Acts as a flying infested unit with a bat-like flying pattern. The overall design looks like a bat, but with a long, segmented tail that ends with a bright red point. When a Wyvern has a direct line of sight with enemies, it will beeline towards them, attempting to sting them. Should an enemy get stinged, most of the damage is dealt as Toxin while there is an average chance for the Cold proc.

 

Attacks:

1) Tail Jab - Beelines towards the target and stabs them with its tail. Deals 100% Toxin damage with a medium % chance for the Cold proc.

 

2) Shriek - Unleashes a scream only when at low health that disorients the player's screen (makes it wavey/scrambled). Does not deal any damage.

 

Environment Restrictions: Appears scarcely, but can spawn from a Wyvern's Nest, which is a large, cocoon-like, mass of Infested Flesh that continuously pops out Wyverns at certain intervals.

 

Additional Images (Taken from Comix Zone to further illustrate the design):

CZ29.png

Edited by DarknightK
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Name Suggestion: Infested Feeder

 

Behaviour: Slow moving and lumbering with bursts of speed. They appear docile if observed from stealth going about gathering biomass and releasing infested spores. They are not overtly aggressive when they sight a threat instead they will give off warning cry and spray pheromones that attract other infested allies. If approached or attacked they bring their large heavily armour frame to bare against their foes with crushing stampedes, thrashing attacks and powerful stomp attacks. Their front portion is protected by a heavily fossilized secretion and very resistant to damage, their hind portion however is exposed and vulnerable to damage. For this reason they always attempt to keep their armoured portion facing towards threats.

 

Attacks: If provoked the Feeder will rear up and charge at the threat with a burst of speed. This attack attempts to crush the threat between its hard fossilized carapace and the environment. If no environment collision is possible the attack instead knocks the threat back at the end of the stampede. The feeder uses this attack to close the distance to threats. When facing multiple opponents, or opponents to the sides, the Feeder will thrash widely shaking its large body from side to side hitting multiple targets in a front facing cone that also hits the sides doing high damage. The most basic attack of the Feeder is to rear up its large forward limbs and slam them down on or near a target creating a small shock wave. This attack has the potential to knock down (or pin) human sized opponents if they are hit directly.

 

Environmental Restrictions: The feeder is a ground based creature. Its large bulk and attacks makes it ideal for large open environments.

 

Art or Reference Images:

 

6MzP5I2.jpg

LSaElda.jpg

acxJWSH.jpg

Edited by Hania
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Name Suggestion: Rat Pack

Behaviour:  Group of small (rodent size) mutated creatures hiding in the infested "coral" that is common in all infested levels. They are attracted by rapid movement, bright light and noise (stealthy players wont be noticed). When tenno (or any other faction that is not infected) get close, multiple "rats" will sprint toward players, jump in attempt to latch onto them. If the coral is not on horizontal plane, then rats first drop on the floor like fruit from the tree with ominous thump, not doing anything for few seconds, then scattering away from drop site and running towards tenno in zig-zag fashion.

In each "coral" there is brain like organ(s?) that controls those rats, destroying it will kill all creatures from that coral. Also, direct hit to the rat will destroy that particular rat. Speed and amount of leeched health/shield/energy depends on level of the creature. Brain, if left intact, will in time create new rats. Time is in minutes rather than seconds.

 

 

Attacks: Creatures come in multiple variants, leeching Tenno's Shield or Health or Energy, and emitting cloud of poisonous gas, electric shocks that shock player and other tenno, or, after short period of time, just explode, ragdolling all players in close proximity. Elemental attacks come with all typical side effects. Shocks drains Energy of all Tenno in close proximity, poison drains Health and explosion damages Shields.

Type of attack depends on what they leech from tenno. Siphoned Shields fuel electric Shocks, Health is converted into poisonous Gas and Energy causes Explosion.

 

Environment restrictions:  rat pack hides only in "coral" that is present in all infested areas/levels

(Optional) Art or Reference Images: Soon

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Name Suggestion: Insidius (I'm terrible at naming things)

 

Behaviour: Insidius will conceal itself in the floor, acting as a sort of trap for the Infested. When a player sets it off, it lunges upwards, attempting to swallow the player who set it off. If it succeeds, the player takes damage and is trapped inside until they can escape. If it fails, it attempts to attack the player(s) normally. The player escapes from capture by waiting for a certain amount of time, killing/dealing a certain amount of damage from the inside of Insidius (Insidius is armored on the inside, making it substantially more difficult to kill this way), or by having teammates kill/deal enough damage to Insidius from the outside. If Insidius captures a player, and other players are present, it attacks them normally while the caught player is still inside it.

 

Attacks: Swallow attack, used when bursting from hiding. Specific mechanics described above. When attacking normally, it has a bite attack and a charge attack. Charge attack knocks down players, but leaves Insidius vulnerable. May also have a spin attack, dealing radial damage with stagger.

 

Environment restrictions: May only be possible for Insidius to spawn in water (i.e. ankle-deep water on Earth tileset), but as this would severely limit usage, might not be a good idea.

 

(Optional) Art or Reference Images: Based on Northern Stargazer. Images:

139397.jpg?v=1

800px-Northern_Stargazer.JPG

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Name Suggestion: Infested Fatalist

 

Behaviour: Will move slowly near walls and corners and try to look like a piece of the environment until it spots something to devour/attack. In aggressive mode it will open up it's almost winglike arms and reveal the sight on it's eerie beauty(a humanoid/androgynous looking body). It will try it's best to find a singled out enemy and might avoid showing itself until the enemy forces are split up. Prefers to not attack first, let's other infested take the attention at first. Will not switch targets unless it is forced to do (death of enemy, enemy ran too far). Even while it is in aggressive mode it will continue to move slow.

Attacks:

1-Chant: When it has opened up it's camouflaging wing arms it will use a chant at a single enemy to weaken it and lure it in. Feromones that will weaken vision and reaction time(it basically creates a sort of artificial lag in the affected brains) are also spread and the enemy will have the constant urge to move toward it.
2- Embrace: Should an enemy get too close and fail to move out of the closing arms in time it will be embraced by the arms and take continuous damage until either someone helped it to get outside or the enemy managed to destroy it from the inside (possibly a quicktime event).

Environmental Restrictions: Will stick to walls/corners until aggressive ; Prefers heavily infested looking places to hide!

Art References:

Moonlight-Butterfly-Img0065.jpgHumanoid+DarkEarth2lightend.jpg

Edited by Shehriazad
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Name Suggestion: Infested incubator

 

Behaviour: its a small (size of a crawler maybe?) and fast, flying creature, it’s found in smaller groups, often hides in dark places waiting for its prey.

 

Attacks: Attacking in small groups of 3 or 5. When attacking it uses razor sharp spikes on its legs and arms, covered in spores, to cause bleeding and leaves after its spores in the wounds, causing Viral or toxic damage over a short time.

 

Environment restrictions: Tries to avoid sunlight or other bright light and stay in the shadows.

 

(Optional) Art or Reference Images: I have no images to add to this

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Name Suggestion: Fuzhi Mao

Behavior: The Infested Fuzhi Mao are stealthy, agile, creatures that copy other Warframes abilities to a great extent. They can turn invisible and switch teleport with you to confuse you like Loki and teleport around the map Like Ash. They also can hide in the craziest of places and are very, very fast. Tenno can also be poisoned with a speed decreasing agent via a move very similar to Ash's Blade Storm when they come in contact with the Fuzhi Mao. They could also possibly $#*(@ slap you with their blades too, so be on the look out for these invisible units!

Attacks: Blade Storm (Yeah I WENT THERE), Teleport, Switch Teleport, Invisibility

Environment Restrictions: Fuzhi Mao are prone to staying in the shadows and in strange places like lockers such and come out to strike via teleporting behind or very rarely, in front of the Tenno.

Reference Images: Picture something like this: (A fiend from Ninja Gaiden: Black)

adbu35.jpg

Edited by BecomeLikeWater
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Name Suggestion:   Predator.

 

Behavior: Mutated from Grineer Scorpions and reminiscent of a raptor , the Predator hunts in packs of three. Coming either from ahead or behind, they dash from cover to cover, and keep a safe distance, always moving to flank their pray. Before they strike they let out a sharp shriek to cause unrest and fear to their pray before attacking.

 

If the Predator is shot while moving between cover it will trip up and become an easy target but only for a moment. So be fast Tenno

 

Attacks: They have sharp blades covering their hands and a single blade running from their head down to their tailbone. after their pray comes within distance they will jump from cover and charge,

1.knocking the victim to the ground with their bladed head, after the victim falls to the ground they will continue to stab at the victim with the sharp blades on their hands.

2. Knocking the victim down then retreating back to cover if shot at.

 

​Environment Restrictions: None as long as there are, Boxes, crates, rocks, walls, ect...

 

 

Art and References:

 So I have most of it done. I made it look more infested, but still trying to keep the fear factor in it.

tSRvh2Q.jpg

pjGDo1R.png

3wQudOX.jpg

Edited by Senketsu_
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Name suggestion: Harrier

Behaviour: Walks around the map spreading infestation. Passive, doesn't attack unless provoked or unless the hive is under attack.

Attacks: Has two ways of attacking. Either long range by hurling spore bombs that explode or by charging. If in melee range it will swing wildly with the long arm. The spore bombs are thrown with its third arm on its back.

Environment restrictions: Yes. Passive unless attacked or if infested hivemind is attacked.

Optional Art: 

P5020379-1.jpg

Edited by Alinna
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Name Suggestion: Infested Tracker.

 

Behaviour: An evasive enemy, jumps around to evade gunshots. Deformed arms power its attacks while the enhancements on the lower limbs improves movement speed. Tries to ambush enemies. Infested mass covers it's mouth, making it silent.

 

Attacks: Sweep - Swings his deformed arms, high range.

Smash: Raises both arms andd performs an overhead smash, causing knockdown.

Lunge: Jumps on walls or the ceiling to avoid being shot, then pounces.

 

Environment Restrictions: Only indoors.

 

Art and References:

 

Dark souls 2 - Darklurker

 

Dark_Stalker.jpg

 

and Grineer Guardsman

 

GrineerProsecutor.png

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Name

Chimera

 

Behaviour

The Chimera keeps its distance from enemies at range, creating a viral cloud to block line of sight and deal viral damage to enemies who pass through it, hiding approaching infested and itself from ranged attacks. Once it has released a viral cloud, it will quickly hide behind it, either backing behind a doorway or hiding behind crates or other doodads in order to prepare an ambush.

 

Attacks

The Chimera has two attacks:

First, if at range, it will spray out a viral cloud around itself, denying line of sight and harming any who attempt to track the Chimera through it. This forces the enemy to come to it, luring them into its powerful melee attacks or into a group of waiting infested units.

Its second weapon is a powerful series of melee strikes it will use if engaged in close range, dealing high slash and viral damage. Engaging in melee would not be advised, due to its long reach and the quick speed of its many claws.

 

Environment Restrictions

None; It can spawn and maneuver anywhere current infested can.

 

Art

ZzL4xa7.jpg

Edited by Krion112
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Name Suggestion: (Venom) Glider

 

Behavior:
Unalerted Gliders will hang from ceilings by their tails (punctured directly into the ceiling) until an enemy enters the room, remaining completely stationary until alerted. If suddenly alerted (treating an enemy walking under them as if walking in front of them), they will dislodge themselves from the ceiling and (where applicable) attempt to drop directly onto an unsuspecting enemy. If already on alert, they mimic the behavior of their lower Infested allies: Zerg rush
Gliders have a sturdy carapace on their backs, so the only way to deal significant harm to them is by shooting their wings or underside; shooting them in one of their wings punctures the webbing, causing them to fall to the ground (permanently) and crawl around at significantly reduced speed like... well, Crawlers... but also remove both wings as a weakness (so it only works once). Gliders expose their undersides during all attacks, though less so while grounded.

They're faster fliers than Ospreys, but clumsier due to their deformities. Headshots while airborne, or charging into walls, will cause them to be knocked back and hover confused (staggered) for a moment, but ultimately do little harm.

Loki's Radial Disarm can remove their wings.

Attacks:
Regular Glider enemies will, much like Oxium Ospreys, hover just out of range of melee attacks and then rush at the target. Successfully hitting an enemy will cause the Glider to wrap its wings around their face and torso, blinding the target and dealing periodic damage by repeatedly impaling them in the chest with its stinger tail (ie scorpions). After a brief period, the Glider will detach itself and fly away. If their wings are removed, they will continue fighting with jumping attacks using their shredded wings as claws.
Venom Gliders fight more like Drones; while they also hover just out of melee range, they substitute the rushing with mid-ranged attacks. Their tails are spiny, much like a porcupine, and they attack by firing a narrow shotgun blast of poisoned quills with a high status chance. They can also perform the face-hugging attack, but only upon dropping onto an enemy from the ceiling. If shot in the wings, they will fight more like slower-moving but faster-attacking Sand Skates, alternating between tail blasts and exposing their underside.

 

Environment Restrictions: Spawn from ceilings, but no height requirement and they can wander with a horde if alerted.

 

Reference Images:

Body implies another Grineer offshoot -I7NIMyD.jpg

 

Basic reference for appendages (pardon my horrible sketching skills) -
uJvGFRX.jpg

 

And the Venom Glider's tail was inspired by D&D's Manticore...
MM35_PG180.jpg

Edited by Archwizard
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Name Suggestion: Ancient Leaper

Behavior:  buffed up version of leapers, will lunge at players at faster speeds. Tends to lead a pack of infested and will always make for the player and attempt to attack before other Infested to.

Attacks: Attacks with claws and teeth. On contact, grapples with Tenno causing DoT until either successful melee attack combo is completed or fellow Tenno shoot it off. Will not let go once stuck

Environment restrictions: Requires larger spawn of infested and no other Ancients in range Avoids narrow rooms

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Honestly wanted to suggest the Howler, Mole, and Chroma for this, as I'd generally just like to see the Dark Sector infested, or at the very least their dark colored, metallic, blue-energy'd designs (and howler fleshy deformed designs) in Warframe (consideration for Dark Sector infested), but with the one submission per user limit:

 

Name: Technocyte Specter

 

Behavior: This infested enemy would represent one of the oldest Infested, predating the Orokin era. frequent invisibility (without the pixelated transition), attempting to move around and behind the players. This enemy would have high armor, but standard infested health and shields. This enemy is the kind to mess with the player, one that plays around with his prey. Not a boss, but a regular enemy type, to add difficulty to the infested. A Melee 2.0 enemy: resistant to gunfire: absorbs/channels all elemental damage (increases enemy health, shields, and elemental damage), blocks gunfire attacks frequently (absorbs while blocking), encouraging melee attacks by the player. Extremely susceptible to Radial Blind, Stomp, and other abilities that slow down enemies (resistant to damage and elemental effects from those abilities, though). Counters certain abilities like Slash Dash, Blessing, and M. Prime (rechannels and redirects blessing/"counter-Blessing", absorbs M. Prime, channels, redirects); absorbs all elemental abilities. Susceptible to non-elemental melee damage. Extremely susceptible to puncture damage. Absorbs channeling energy.

 

Mod Drops: Only and always drops melee elemental mods.

 

Attacks: melee blocking/absorbing, slicing attack with arm; takes cover behind barrier (like Rescue 2.0 hostage)>shoots radiation+slash damage projectile from cover; goes invisible>wall crawls>appears>leap attack; goes invisible>moves to side of/behind player>appears>jumps on and holds player>deals radiation+slash damage>jumps off; goes invisible>moves to side of/behind player>appears>channels and blows blue energy particle out of mouth (deals radiation+slash+any absorbed elemental damage)

 

Environmental Restrictions: Dark Sector Defense and Survival

 

Optional Art: 

yppu.png

Has Dark Sector infested colors (dark blue/grey color scheme, like Proto-armor, with blue energy)

Edited by AntoineFlemming
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Name: Ancient Phalanx

Behaviour: Although not terribly aggressive itself, this hovering, outlandish and highly evolved form of Ancient Infested will vanguard other infested, using it's fossilized carapace to deflect incoming projectiles and allowing the Infested to get close enough to attack. Because it's carapace is completely immune to attack, players will either have to stun/distract the Phalanx to get behind it and shoot the gas bladder that keeps it aloft, or use punch through to penetrate it's shell.

Attacks:

Barb Throw: Once within 15-20m of the player, it will begin to throw barbs at them, dealing mild damage with a slow rate of attack; more of a support attack since it's not terribly dangerous on it's own

Telekinetic Beam: If the player gets too close to Phalanx (5m) it will generate a continuous beam of psychic energy that deals moderate damage and pushes them back with strong force. Makes getting close to the Phalanx difficult.

Absorb/Psychic Javelins: If shot at from the front, the Phalanx will generate a conal singularity that draws in all incoming projectiles (much like Nyx's Absorb). After 5 seconds, it will channel this energy into psychic javelins and launch them back at anyone standing within range, dealing damage proportional to that absorbed. Range of this attack increases based on damage absorbed as well (min range of 20m). Fortunately, it's turning speed is reduced immensely during this attack, making it easy to evade or attack it from behind.

Environment Restrictions: None

Concept Art:

 

11jaz2e.jpg

 

 

Oh DE, you're killing me, making us have to choose a single enemy, I had a whole thread for this stuff :( Oh well, can't wait to see what transpires from this contest.

Edited by Paradoxbomb
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