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Enemies Of The Tenno: Infested Submissions


[DE]Rebecca
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Name Suggestion: Disgorger (Meaning to throw up/spew up. Also the name of a barbed tool used for fishing.)

Behaviour:  The Disgorger is a support infected that spews an infected cocktail which spawns a floor infestation similar to that on the existing infested tileset, only with hooked barbs and vivid glow. This is a passive effect as the creature dribbles bile from its mouth creating a path of the polyps behind it. It also cannot attack in close combat will seek other infected groups to use mid-range attacks (pack mentality). The Disgorger also runs like that of a bird walking on reversed Grineer Ballista legs. To spew bile, the creature opens its webbed maw of twisted hands, makes a heaving motion with it's glowing stomach, and shoots a slow moving lobbed projectile toward the target.

 

Attacks: This creature has only two attacks. The passive skill which creates a small trail of dangerous ground beneath it acts as a knockdown trap similar to laser doors, only they can be easily avoided by jumping or wall running. This encourages players to use different tactics for movement during infested missions, instead of blindly plowing through enemies.The floor polyps de-spawn over time, but will linger even after the Disgorger is dead. Disgorger's main attack involves launching a glob of acidic infestation at a player at mid-range. This attack has a small area of effect which causes damage over time and slows the player affected by half speed over a short period. This attack also works on cryopods during defense missions which discourages players from simply sitting on the pod under Frost/Vauban's shield as well as encouraging players to take out the Disgorger before it fires.

 

Environment restrictions:  The Disgorger can spawn on any tileset where grunt infected (like Chargers) can spawn, but typically spawns with other infected.

(Optional) Art or Reference Images:

 

Ru4aFwP.jpg

fdN7btp.jpg

 

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Name Suggestion: MAN-O-WAR

 

Infested: GRINEER FRONTIER HELLION

 

Internal organs are inflated too create buoyancy for flying and uses HELLIONS damaged thrusters to propel it around the area.

 

Behavior:

 

Stays high up boosting nearby Infested's health and armor. Can raise killed infested.

 

Environment restrictions:

 

Hangs around in areas with high ceilings and open areas

 

 

 

Art or Reference Images:
 
MANoWARCONCEPT01_zps068678ea.jpg
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Name:

Burrower

 

Behavior:

The Burrower is a large infested enemy.  Its front half is well armored, with an exoskeleton like that of an insect, a gaping mouth, and several insect-like arms.  The back half of the creature is more snake-like, with a long tail and without armor or limbs.  The Burrower lurks underground, until the sounds of battle attract its attention.  Once alerted, it will quickly rise to the surface, a growing rumbling warning of its approach.  It will surface under an enemy, flailing with its arms, tossing aside enemies.  It will then pull the rest of its body out to pursue its target, or if distracted, other nearby enemies.  It is fast, and vicious, trying to overwhelm its target.  When it is injured, it will retreat back underground to recuperate.  It will return to battle soon after, still injured, but somewhat recuperated.  If it isn’t killed quickly, it can attack and retreat several times before finally dying.  The Burrower is fairly rare, not always seen in quieter missions, and rarely in large numbers except in the fiercest of battles.

 

Attacks:

When the Burrower first rises from the ground, only its armored half will rise, flailing with its arms, sending nearby enemies flying.  It will quickly pull out of the ground to follow its target.  Battling its front half means fighting a tough, armored opponent with many fast, mildly staggering attacks.  From behind, it is much less armored, but its long tail can flail around sending enemies flying.  Every time it changes targets, it swirls around, its tail flailing.  It will try to focus on one target at a time, trying to overwhelm it with its arms.  However, it can quickly, and unpredictably switch targets if there is enough threat from another enemy.

 

Environmental Restrictions:

Limited to the ground.  Deadliest in close quarters, weakest in the open.

Edited by Alyksandr
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Suggested Name:

 

Phased Nemesis

 

Behavior

Initially dimensionally phased so that it cannot be damaged nor can it harm the Tenno.  It moves about very quickly while phased with only a slight energy trail and footsteps (sound effects) similar to the Loki cloak but ever so slightly more visible.  It may even pass right through the Tenno!

 

Once It reaches its destination (somewhere close to the Tenno-perhaps behind them), it makes a very distinct screech which gives you the chills and begins to dimensionally phase back in sync with our dimension. During this time, it cannot move and is defenseless (vulnerable to damage) for 1-3 sec.

 

After this time has passed, it performs slow moving devastating attacks that can be dodged but is extremely deadly.

 

**This enemy should not be ignored for long as it becomes stronger and faster the longer it's synced to our dimensional phase.

 

****Glowing body parts (one of the limbs or multiple limbs) signify its weak point(s) that can affect its mobility when enough damage has occurred to the glowing body part.  The body part perhaps can be blown off completely.  This is a mechanic that significantly helps deal with the threat but is not required.

 

Attacks:

Short range melee swings much like the ancient infested but slower and hit much harder which can knock the Tenno a great distance.

Perhaps allow it to lunge quickly at their intended target after sufficient body language and/or sound queues have been made (you know it's coming and you have a chance to avoid it). 

**With sufficient queues, allow it to spit/spew deadly corrosive acid a short range in a cone spread for a short duration.

Various elemental effects similar to what the melee weapon mods do along with the visual affects across the arms and body as well.

I'm fairly open to its offensive abilities as long as there's more depth to it. Random or very difficult to avoid damage is not allowed unless it's very weak >.<.

 

Environment Restrictions:

It spawns teir 2+ and only 1 at a time unless it's some sort of special event or rare occurrence.

 

Art Reference:

Grineer Bomb Size or larger with infested/resident evil re-skin.

Edited by Quizel
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Name Suggestion: Narrow-Minded
 

Behavior: jump on Tenno, tie him with a limb and pulls him near the other infested (this limb can be cut)

 

Attacks: poison when it pulls Tenno

Environmental Restrictions: maybe in chests

Edited by Narcot
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Name: "Tenno infested"

 

Behavior: He is so confuse, his memory is a disaster and want kill everything (even another infested). Sometimes he can talk our language "who i am?" "Why... hurts?"

 

Attacks: He can use some "Excalibur skills" but failing each time, still does damage. Have a long arm like a sword and does errant attacks with a little  AOE.

--- "We must end their pain" ---

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Name: Infected Breacher

 

Behaviour: Only appears when other infested are already attacking the tenno and will proceed to limp at an increasing pace until it is within range of its melee attacks.

 

Attacks: horizontal, arcing swings that require some buildup and high damage over the shoulder swings on players that have been knocked down or crouching.

 

Environment restrictions: Orokin Derelict and Infestation invasions.

 

 

AJZt4qv.png

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Name Suggestion : Prominence

 

Behavior : 普段はその場を歩き周り、2匹の虫が常に追従します。

 

Attacks : 近距離

               左腕の強力な打撃攻撃

 

      中距離

       追従する2匹の虫が針を発射。継続的にテンノにダメージを与えます。

       この虫は攻撃で倒されると一定時間後に卵がかえり復活します。

 

      遠距離

      爆発を起こす強力なプラズマ砲を撃ってきます。

       撃つ時はエネルギーを溜めますが、この時 発光し大きな音が聞こえます。

 

Environment restrictions : レベルの高い星ならどこでも。

 

 

Images :   http://noxious.sdbx.jp/image/prominence.jpg

prominence.jpgAMAZING

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Name suggestion: Functionary

 

Behaviour:

Floats lazily until it finds a target or targets (a bit like Oxium Ospreys). Boosts attack speed, damage and defense of nearby infested. Absorbs some damage inflicted on it.

 

Attack:

- Lobs homing bulbs from it's tentacles. Faster attack speed as it absorb more damage. Deals puncture, corrosive or viral damage.

- At melee range, tentacle tries to grab on enemies. Deals high proc shock damage.

- High damage seeking bio-missile from it's 'mouth'. Low fire rate

 

Environment restrictions:

Attracted to Orokin stuff, so limited to void, derelict, and defense missions.

 

Art reference:

coming later, forgot to save >.<

Edit: http://4.bp.blogspot.com/-64vh6Wwq-Kc/U2zxre1Kq9I/AAAAAAAAAbE/80wVQ0qdWjQ/s1600/func.jpg

Hastily remade haha

Edited by Husbandry
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Name Suggestion: Vomitous

 

Behaviour: Vomitous will normally be found shambling around on the ground. It can leap significant distances both horizontally and vertically. During combat it will leap vertically onto a wall and attach, then attempt to disable as many enemies as possible with an aoe dot attack. Afterwards it will make a horizontal leap onto a single enemy to disable and devour them. It functions as a disabling assassin by initiating group damage then attempting to disable and kill a single target.

 

Attacks: When combat starts Vomitous will leap onto a nearby vertical surface and stick there using the suckers on its underside. It will rumble and gurgle as it mixes a cocktail of acids which it will spew onto enemies, coating them with an acidic slime and leaving a toxic puddle on the ground. Afterwards Vomitous will leap directly onto an enemy and engulf them from the head down to devour them.

 

Vomitous' bile does corrosive damage. Enemies hit with it will take damage from a corrosive dot , as will enemies standing in the toxic pool. A target engulfed by Vomitous' second attack takes slash, puncture, and corrosive damage over time from its teeth and acids. They are blind while engulfed, and cannot use weapon attacks. Abilities can still be used. Basically if Vomitous is ingesting a target they must rely on their abilities or their teammates to save them. Vomitous must be killed to be removed from its target.

 

Environment restrictions: Any infested area, prefers hallways and close areas over open areas. Normally found in infested groups.

 

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Name Suggestion: Drifter
 

Behaviour:  The Mass of bloated Toxin filled sacks of twisted flesh called the “Drifter” floats in the air, propelled by rapidly expelling the gas produced from the dangerous mix of toxins contained in the large pulsating tumor like sacks, creating a wheezing moaning wail as it moves itself around.

When Idle the, “Drifter” eerily Bobs listlessly  about, aimlessly drifting until it finds something to attack

  With this quick burst method of movement the “Drifter” can seemingly and swiftly close in on targets.

At a distance the “Drifter” pressurizes a caustic mix of tokens and barbed flesh that is then fired at its victims, this Corrosive blob of putrid muck is as accurate as it is dangerous.

The “Drifter” makes use of the Tendril like tentacle to jerk its body to change directions to avoid walls or obstacles in the way or attack anything that gets to close.

Able to attack at a distance and Melee when approached.

(Grineer Ballista twisted into a mass of pulsating tumors of toxic flesh and tentacles
once Infected by the Technocyte Virus)
 

Attacks:   This infested enemy type uses projectile attacks at a distance; this attack deals Corrosive damage, and has the chance to inflict a Corrosive Status effect with a medium rate of fire.

Allowing a Drifter to remain at firing distance is not recommended.

When in Melee range, the Drifter will attack by whipping its tentacles to inflict Impact damage. Will quickly try and evade to firing distance. This Infested enemy prefers to attack at a distance.

 On Death the Drifter Explodes, though this deals no damage, it has a higher chance to inflict Corrosive Status effect if close enough to explosion. (melee distance)

 

Environment restrictions:  This Infested Enemy only appears during Infestation Outbreaks, or in Dark Sectors. Never in Orokin Derelicts

(Optional) Art or Reference Images:  none right now, but will continue even after Event.

Edited by OniDarkClown
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Suggested Name:

 

Val/Hagedis

 

Behavior

Val is a sort of incubator for young Hagedis that, upon impact bursts and covers the source of the impact (if non-infested) + all non-infested targets within a sphere of 6 in-game Meters diameter with a slime that gives a -33% movementspeed debuff and serves as a targeting helper for Hagedis for a total duration of 35 sec. Once it is burst it releases all its "babies" (base amount 4 + 1-11 depending on level and RNG) and causes them to rapidly (about 1.25 sec) evolve into a more beastlike fashion. Once fully grown they seek the slimed target(s) due to the fact that they can only smell (no other orientation whatsoever) and are very hungry. If the target intends to run they may "call for backup" by popping a nearby Val. Upon death they too release slime, however the spread is only 2 m in diameter and the movementspeed debuff is removed.

 

Attacks:

Val dont do damage at all. Hagedis act like one unit, always coordinated while moving and attacking in hordes. Using their superior agility on the ground (about 5/3 x Loki sprint speed) they charge at their target trying to jump and latch onto them with their sharp, bladelike fangs (a hit causes very low slash damage with high proc chance). Once they are on their target they start biting it until it dies (very low slash damage with low proc chance, however damage increases by 25% with every bite and has no hard cap).

 

Environment Restrictions:

They both stick to the ground (Val can be in corners too) (Hagedis also do little jumps).

 

Art Reference:

 

fJq21JH.jpg

 

4Ez60OX.jpg

 

Note: This whole Post is a WIP and MUST undergo significant changes before being suitable for design council/what other instance there is.

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Name Suggestion: Claw

 

Behaviour: Claw moves like a normal ground type enemy, a bit faster than an Ancient, ready to attack either from long to mid or close range.

 

Attacks: Claw tends to shoot corrosive saber-like beams from his sharp saber on the right hand, and when in close range Claw uses his left hand to shake the ground with a fierce ground slam attack causing his sharp claws to shatter and fly in a 10 meter radius towards tenno making them to fall on the ground.

 

Environment restrictions: Restricted to normal moving platforms.

 

(Optional) Art or Reference Images:

VYBD8Kf.png?1

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Name Suggestion: Unfortunate / Unfortunate One(s)

 

Behaviour/Apperance:  While there have been many infested killed by the Tenno, there have been enough Tenno left bleeding out by their fellow Tenno during infested conflicts that the infested have pierced their warfames and advanced the mutation.  Imagine a group of Tenno coming into an infested mission and then seeing the head of a Loki poking out from around a corner, then the head of a Trinity above that and the head of a Nyx above that and then the head of an Ancient above that In a Scooby Doo fashion.  The Tenno look up at the ancient and become surprised, then jump out from around the corner, all their heads turning to the ancient, and then realizing that each of their heads is attached to the end of an Ancient's limb in a Mr. Potato head fashion.  They remember they are now an infested, and all their heads spin Exorcist style towards the real group of Tenno as the brass blare of the ancient is mixed with human screams of a Valkyr,, the Unfortunate charges forward swinging the Trinity Aura Helmet head in a slashing attack.

 

Attacks:  Base Slashing/Impact ragdoll attacks with the heads of the Tenno.

 

Special attacks: Variations on the powers of the heads the Unfortunate possessed at the time .. my favorite being a Nyx head on the Unfortunate casting Chaos on the real group of Tenno making the player at home see other players as a random infested as well..during this time players in a group could damage each other(Since an Infested Nyx would make others believe everyone was part of the Infested.. great for keeping pbae at bay) Or say an Ash headed Unfortunate Blade Storming each member of the party.

 

Environment Restrictions: Has a mild allergy to dairy.

 

 

YvKzvYW.jpg

 

5z9arwH.jpg

Edited by TeflonDuck
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Name Suggestion: Ancient Reaper?

 

Behavior:  They hover, giving speed buff to fellow infested around it. 

                 The idea is that the Ancient Reaper is a more evolved Ancient, with a lot more fossilized body parts and such. During the evolution the Ancient removes its legs and grows a number of tentacles that magically allow it to hover. (hence the mending thigh gap lol) The arms and blades should resemble the design of Dual Ichor.

 

Attacks: 

       Apart from giving speed buff to surrounding infested, it will charge towards any Tenno who stands in front of it, knocking down the Tenno and dealing a minor amount of Impact damage. 

       When the Tenno is knocked down, it will use its two arms/blades to "press down" the Tenno, and then thrusting him/her dealing 50/50 of Toxin and Blast damage.

 

Environment restrictions: None really.

 

(Optional) Art or Reference Images: 

ancientflyer_by_arawndinog-d7hq0af.png

Edited by ChickenBar
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Name: Infested Swooper
Tjjx3xL.jpg
Background: Company Recon has encountered a disturbing new threat aboard an isolated Corpus derelict near the Oort boundary while in observation of a Grineer scientific salvage operation.

An Infestation was present. Recon observed at close range but did not engage. Samples of biomass have been obtained and are currently being examined by Company R&D at L4 containment.

Recon has taken the liberty of assigning the new bioform with the name 'Swooper'

Behavior: Swoopers hover and circle in large open areas, but their wingspan seems to give them trouble navigating in corridors while airborne. When approached while grounded they tended to seek open areas where they can take flight... they were seen attacking from the ground, but they clearly have more offensive mobility in the air.

Attacks: Swoopers, as their name suggests, attack primarily by diving upright towards their targets, raking and flailing with the tendrils on their front sections. We observed these infested knocking light Grineer troops to the ground with a rushing attack, pinning them and continuing to attack until the unfortunate victim expires.

Significantly damaged Swoopers have been seen to perform powerful dive bomb attacks, expiring explosively and sending a cloud of technocyte spores in a radius.

Environmental Restrictions: As mentioned, the Swooper is limited in flight capability in enclosed spaces.

Potential Variants: Company R&D notes that this appears to be a chimeric system. Some external biomass has come in contact with Corpus cybernetic systems, allowing for cross contamination by the technocyte virus. R&D speculates that variant evolutionary pathways of this new infested bioform may exist. Research hints at a potentially larger and more durable adversary, as well as the apparent potential for the evolution of limited EMP pulse capabilities.
7zHRKu5.jpg
v6Hyj1U.jpg
Art Details: Company1845 - Zbrush Dynamesh & Paint, Photoshop matte paintover.

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Name Suggestion: Lurker

 

Behaviour:  Next stage of polyp growth, back like Glaucus, rears up to reveal underside like Giant Isopod but with secondary lamprey-like mouth. Hides and blends into its environment until victim wanders by, then attacks with surprising speed.

 

Attacks:

 

Low health; large swarms

 

Camouflaged until within range (5m)

 

Slows enemies with bodily secretions (includes small dot)

 

Latches onto humanoids within 1m in attempt to infect; disease dot at this time that can spread to others.

 

Environment restrictions:  Most often found near polyps.

 

(Optional) Art or Reference Images:

 

Giant Isopod: http://www.boredpanda.com/unusual-animals/?image_id=strange-animals-you-didnt-know-2-7-1.jpg

 

Lamprey mouth: http://www.boredpanda.com/strange-animals/?image_id=strange-animals-you-didnt-know-4-1.jpg

 

Glaucus atlanticus: http://www.boredpanda.com/unusual-animals/?image_id=strange-animals-you-didnt-know-2-16-1.jpg

 

EDIT to say: 200 word count limits are WAY to limiting! (And is that with or without space or is it actual words?)

Edited by Vanth
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I like the Idea of a large heavy enemy popping up randomly wreaking havock!!!!

 

 

 

So my friends and I are always talking about how Warframe needs some real heavy units, so here is my entry.

 

I found some inspiration online and came up with the general idea (dont judge too hard can't draw haha)

 

 

Name Suggestion:
 
Infested Behemoth
 
Behaviour:
 
Aggressive/Berserker, Massive, Slow but puts lots of force/weight into each movement.
 
Basically a huge infested heavy unit about twice the size of a Warframe.
 
Shows up one at the time in areas big enough for it to move around freely.
 
Massive pool of HP - Real hard to take down.
 
 
Attacks:
 
~Fit of Rage - Earthquake like attack caused by stomping and screaming - Stun
~Tentacle attack - Swipe/Slam/
~Tentacle Grab - Grabs player and causes constriction DoT. I would love to see the frames struggling/panicking to get loose. 
~Claw attack - Slash damage
~Heavy punch - special attack! tons of knockback - will throw player across the room. 
 
Environment restrictions:  Large size rooms / open
 
Art or Reference Images:

 
infestedbehemoth_zps32921943.jpg
infestedbehemoth_zpsa1c27bd8.png
 

 

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the switcher

a grinner comander mutated with a different adn recomposition due the tecnovirus and teleporting mutations causing a infested smarther 

has a arm mutated like a phage

can swith places with the tenno and other infesteds 

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Heads up, Tenno!

 

Here are the sixteen entries that made it to voting!! Sorry for the delay, voting is well underway! 

 

Hivelurker (ApolloPhoenix):

Name Suggestion: Hivelurker
 
Behaviour: Like the Ancients, this Infested is a more evolved form with little left to indicate what it once was. It lies inert until a threat is nearby, at which point it begins to slowly approach the target while spawning hostile spores. It cannot run; instead, it lurches forward bit by bit, dragging its body at a surprising pace for its size. It uses the Spindle Spores it spawns to distract and weaken targets as it closes the distance to attack.
 
Attacks: When aware of enemy presence, the Hivelurker constantly spawns Spindle Spores. These flying threats hover around Tenno in groups, firing beams of biochemical energy from their tail end. Destroyed spores are quickly replaced, but with a short delay between repeated spore spawning, it is possible to exhaust them to attack the hive directly. The Hivelurker is capable of disrupting nearby Tenno's abilities within a radius of about double its strike range. When within attack range, it swings its broad arm-like appendages to deal heavy damage in a wide arc. Because of its durability and high damage, it is advised to deal with the attacking spores as they approach and attack the Hivelurker from a distance.
 
Environment restrictions: The Hivelurker can spawn in any Infested tileset, but prefers to wait around corners where it can potentially ambush targets that run past it. It is similar in height to ancients, albeit twice as wide, and can fit through most doorways. The Hivelurker can jump to unreachable platforms like other Infested can, but it takes significantly longer to prepare to jump.
05TaHvh.png

 

Juggernaut (SilverBones):

Name Suggestion: Infested Juggernaut

 

Behaviour:  The massive, lumbering form of the juggernaut moves with unstoppable momentum, not fazed by gunfire or obstacles. When it spots its prey, it will try to maintain distance to use its artillery-like attacks, resorting to using its huge arms only when pressed up close. Although big and hulking, the juggernaut is in fact highly intelligent, using timed attacks and maintaining distance to support the rest of the horde. Although it is tough, it is incredibly cumbersome, and is vulnerable to fire in the open part of its back.

 

This means that maneuverable Tenno have a much better chance of doing damage to the creature from above or behind. Careful maneuvering is needed, as the Juggernaut will protect itself from the front and sides with its physical strength when pushed. The creature itself is coated in hardened plates – an effect of the technocyte virus on its hide, making it practically impervious to all but the most accurate attacks from range.

 

There is a hint of malice in the Juggernauts movements that is not present in other infested, maybe due to the bulk of assimilated material needed to generate such a creature.

 

Attacks: The Juggernaut has two primary attacks;

 

Venom Bombardment – By hunkering down, the Juggernaut opens the huge maw on its back and vomits out a biological explosive which sails through the air towards the target. Upon reaching a close distance, the organism explodes, raining down acidic fluid like an airburst strike. This effect is similar to Hydroid's Tempest Barrage, so staying in the area of effect can be deadly, requiring the targets to move.

 

Slam – By rearing up on its hind legs, the Juggernaut comes down with its arms, slamming into the ground and knocking targets around it to the floor. It then follows up with various, heavy strikes from its limbs to take down aggressors or back away to start using Venom Bombardment again.

 

As a reactive attack, the Juggernaut will start venting poison (like an Embolist cloud) from its mouth when it gets down to 50% health. Although short ranged, it can cripple and even kill if the attacker does not back away quickly.

 

Environment Restrictions:  The Juggernaut is huge. Tight spaces are a no-no.

infesjuggcolor_zps229dab7f.png

 

Spreader / Beaspray (desc33):

Behavior: This enemy, codenamed 'Spreader' is an Osprey infected with features of a bee on decomposition, it moves in small groups of 3-5 members, is commonly seen in open spaces.

Attacks: This enemy has a ranged attack throwing poisonous stingers any creature that approaches. Being in a group, their attack power is multiplied based on the number of members of the swarm.

Environment Restrictions: It is common to see it in open spaces but can be found occasionally in closed areas.

 

Lurker (Zedera):

Behavior: Lives under grates and floor tiles. Generally does not attack in conjunction with other infested, and for the most part hardly moves at all. Can sometimes be seen scuttling after the Tenno out of the corner of the eye before instantly popping back into the floor. Will not move if stared directly at. Will try to wait until prey is within close range before instantly popping up to its full height and eating its prey. If detected and attacked, will either attack its attacker if in range or put its head down and scuttle towards the Tenno. Tend to resist or recover quickly from knockdowns and knockbacks. The grate on its head functions like a Grineer Shield, deflecting bullets and knocking Tenno down with charge attacks.

 

Attacks: At long range, will lash out with a tentacle to drain the target's stamina and slow them down. At closer ranges, will attempt to use two tentacles to haul in the target to be eaten. At very close ranges, will attempt to ram the nearest Tenno and knock them down, or else flail its tentacles everywhere to knock down enemies all around it. Attacking downed enemies or very close targets, it will pick up food with its tentacles and proceed to chew on them, dealing damage accompanied by camera shake every second or so until it has finished killing and eating its target. Will spit out dead victim as a deadly projectile. Tenno being chewed on can struggle to get free using melee or can attempt to damage their devourer from within with guns. Beware use of explosives in mouth.

 

Environmental Restrictions: Lives only where grates or floor tiles are present on tilesets. Prefers to hide near entrances or in tight spaces, indoors if possible.

lzWqEWU.png

NELgK4C.png

 

Ancient Phalanx (Paradoxbomb):

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

 

Hangman (Zaniel, honorable mention to Vheraun):

Name: Hangman

 

Behaviour: The Hangman is an infected version of the Grineer Scorpion and share similar behaviours and attacks.

The infection has twisted the Scorpion into a hooked limb stalker who clings to the ceilings to strike prey from above using what was once her spine, now a prehensile whip like appendage. 

 

Attacks: The Hangman attacks from above with her whip using quick arcing strikes which can hit multiple players at the same time. She will also attempt the strangle a single player and if successful she will lift the helpless Tenno in the air who will have to struggle free. 

 

Environment Restrictions: None if the Hangman has no ceiling to cling to she can still stand upright and lumber forward attacking much like the Grineer Scorpion.

 

V8uXtXU.jpg

gVlQsra.jpg

 

 

Doppelganger (sikraT)

 

Behaviour:

Morphs it's infested flesh to mimic the appearance of a friendly Tenno. This disguise includes mouse-over name, health and shields bar, just as if it were an another player running through the mission with you. The only way to see through the facade is to get close enough to see the hints of infestation, or to read the mouseover name which would obviously not be player created.

 

Suggested Attacks:

1.) If it gets within melee range of a tenno without being fired upon, it performs a quick knockdown attack which then pins the player for a short duration, dealing damage. Similar to the ground attack finishers from Fist/Hands & Feet weapons like the Furax, Obex, and Kogake. This attack alerts nearby infested, if they were not already aware of the player's presence.

2.) If it takes damage before reaching the tenno it will retreat to cover and spit ranged attacks at the tenno of the Toxin damage type.

 

Suggested Environment Restrictions:

Very rarely appears on Defense or Survival missions. Its purpose is to add a sense of horror rather than difficulty.

 

Lurker (Cradicias):

Name Suggestion: Lurker

Behavior: Lurkers hide in lockers, waiting for players to try to open them or bursting from hiding as players pass.

Attacks: Initial attack is a high damage strike meant to take players by surprise. If the player survives, the lurker pursues with attacks meant to knock the player down to perform ground finishers.

Environment Restrictions: As stated, Lurkers only spawn inside lockers, both red and green. Green lockers can only attack if opened, Red lockers are activated by proximity.

Art: http://img3.wikia.no.../e/e3/Ghoul.png

(Of course, with a more infested look.)

 

Troller (BanishedMadness):

Name Suggestion: Infested Troller. (Or Scavenger)

 

Behavior: This is a FLYING infested which usually glides in the air but comes down(for melee players) and randomly grabs OTHER INFESTED to drop down on Players like a volatile bomb. (Please see Attack section) If shot down from a certain height it will drop down and explode as well.

 

Attacks: Bigger the infested the more dmg it does. Grabbed/dropped infested blows up on impact as if they were a Volatile Runner. (But bigger boom boom is good too so your choice on the size of the infested explosion.)

 

Environment restrictions: Anywhere it is able to fly.

 

Ballist (Zardbooster):

Name:

Ballist

 

Behaviour:

Runs like the other infested, but stays behind and slowly fires viral or corrosive darts, begins kicking when the Tenno get close (does not flee). It should have about the same stats as normal infested (charger, leaper etc.)

 

Attacks:

Slow-firing Viral/corrosive darts on ranged distance and kicks on melee range.

 

Enviroment Restrictions:

nothing except the same as normal infested.

iPLCjUn.jpg

 

Slinger (Letter13):

Name Suggestion: Slinger
Behavior: High-Damage Ranged/Sniper enemy type that avoids/actively moves away from the player to prevent close combat.
                           (Unit has a 'laser' it lines up before firing, giving the player a chance to dodge or block before it fires)
Attacks:
       Primary: Charges and then fires a volley of viral/toxic needles (Tysis/Acrid-like), procs do DoT, high damage
       Secondary: Emits a gas-cloud that can damage the player through shields when the unit flees from close range
       Tertiary: High frequency scream which disorients and stuns targets in melee range, like Phorid's but without damage
Environment restrictions: Larger rooms for ranged combat
Art or Reference Images: Following artwork is used with permission from Silverbones! Also it's abso-friggin-lutely fantastic.
(The main idea was an infested Grineer Ballista)
infestsnipecolor_zpsa5b636b8.png

 

Ploutus (Yuicne):

Name: Ploutus

Behavior: This infested type does think albeit it's a bit predictable, when small it acts like a fungus that picks up anything shiny or with great energy like a health / energy globe or storage container and then run climbs into whatever crevice it can find. kinda like a sparrow. over time it nourishes from whatever it grabs and picks up certain properties of it. Having molded the substance within its core it lays dormant and happy, until ofcourse an unsuspecting tenno comes near it.
 
Attacks: This creature is not afraid of death, it will ether surprise the Tenno from above if it has achieved an explosive compound to drop on the Tenno and blow itself up like a red barrel would, or if it has Grown around a blunt object it would run into the Tenno probably knocking them down if they're hit.
An energy orb would cause it to do strange things, cast abilities or teleport to the player to attack it.
Environment Restrictions: Close corridors will Block the Ramming ability considering it needs to sprint.
Environment effects: If more of these are in the same area and one is attacked, they all get angry.(Suggestion)
wjDPKjt.jpg

 

ArcFiend (MonsieurZero):

Name: Arc Fiend

Appearance & Behaviour: The Arc Fiend is a rare, agile infested unit. While its arms have completely fused to its body due to the infestation transformation process, thus rendering it incapable of physical attack, it is incredibly quick and sporadic in its movement (similar to a hummingbird), making it difficult to target. Having originated from a Grineer unit, it is quite armored, however this is not what makes it stand out.
The peculiarity and horror of the Arc Fiend is defined in its name sake; its back armor shell is entirely covered in Arc-Traps, protruding from its frame, that have managed to fuse to its body during its transformation. More specifically, the Arc Fiend's body contains the equivalent (in both number and power) of Arc Traps. Due to its undeveloped leg spikes, it must remain in constant movement in order to maintain its balance.
Think of an Electric Crawler that has taken its daily dose of Kela's Frosted Frames with Ruk's Greedy Milk. This is not an enemy one wishes to encounter unprepared.

Attacks:

  • [Arc Barrage] The Arc Fiend possesses innate, electrical, arcing abilities, behaving similar to an amplified Amprex thanks to its multiple Arc Traps.
  • [speed] Having been supercharged by the gratuitous amount of Arc Traps integrated into its being, the Arc Fiend has developed the ability to cast Volt's Speed power upon enemy detection.

As previously stated, the Arc Fiend is incapable of physical attack.

Environment Restrictions: The Arc Fiend will ONLY spawn in missions comprised of Grineer tilesets. It also has a rare chance of spawning in a Rescue 2.0 jail cell.

6aDP3aH.jpg

 

Broken Napalm (JHarlequin)

Name: Broken Napalm

 

 Behaviour: This suffering infested is slower then most but has it's strengths due to the combination of it's parts.  An infested ancient managed to take down a Napalm (or bombard) and keep a grip on the poor grineer.  But the grineer armor was tough enough to slow the ancients attack.  Changing it's methods it just meshed with what it could and quickly became embedded in the Napalm's armor on the back side leaving a heavily armored front side with a fleshy back side.

 

 The infested has made efforts to reproduce these units as they seem more able to counter enemy attempts.  This creature stays on the defensive and works more to hold off approaching enemies with it's indirect attacks.

 

 

 Attacks: The broken napalm has taken advantage of it's parts and developed an unusual attack.  It secretes a flammable sludge that will spread over an area that the broken napalm has recently traveled across.  Any unit that will be slowed if they don't avoid the sludge.  Should any combative enemy approach, the broken napalm will turn to keep it's armored side closer to the threat and if the enemy should get caught up in the sludge, the broken napalm will attempt to ignite the sludge with the ignition system from the original weapon of the grineer napalm that is part of the creature.

 

 The ingition system from the weapon is attached to the tendrils of the ancient and will be used as part of the melee slap against targets if necessary.

 

 Environment restrictions: Cold regions may cause it's sludge to be ineffective.  Open flames will also tend to ignite the sludge early.

 

Yarost (superumouyn)

Name Suggestion: Yarost
Behaviour: A fused amalgamation of Infested Corpus that saunters towards its prey, screaming in agony.
Attacks:  Fires Dual Flux Rifles in a continuous beam, which it charges with bioenergy. This requires pauses to recharge. Swings arms to strike at close range in a knockdown attack. Upon death, releases stored energy in an AoE.
Environmental Restrictions: Slow movement speed, as it is a fusion of infested Elite Corpus Crewmen. Usually found on spaceships and mined asteroids.
 
Andrell_zpse1a2107a.jpg
Artwork by user YamagataYugi
Description by user Superumouyun

 

Disgorger (ZeroJackdaw):

Name Suggestion: Disgorger (Meaning to throw up/spew up. Also the name of a barbed tool used for fishing.)

Behaviour:  The Disgorger is a support infected that spews an infected cocktail which spawns a floor infestation similar to that on the existing infested tileset, only with hooked barbs and vivid glow. This is a passive effect as the creature dribbles bile from its mouth creating a path of the polyps behind it. It also cannot attack in close combat will seek other infected groups to use mid-range attacks (pack mentality). The Disgorger also runs like that of a bird walking on reversed Grineer Ballista legs. To spew bile, the creature opens its webbed maw of twisted hands, makes a heaving motion with it's glowing stomach, and shoots a slow moving lobbed projectile toward the target.

 

Attacks: This creature has only two attacks. The passive skill which creates a small trail of dangerous ground beneath it acts as a knockdown trap similar to laser doors, only they can be easily avoided by jumping or wall running. This encourages players to use different tactics for movement during infested missions, instead of blindly plowing through enemies.The floor polyps de-spawn over time, but will linger even after the Disgorger is dead. Disgorger's main attack involves launching a glob of acidic infestation at a player at mid-range. This attack has a small area of effect which causes damage over time and slows the player affected by half speed over a short period. This attack also works on cryopods during defense missions which discourages players from simply sitting on the pod under Frost/Vauban's shield as well as encouraging players to take out the Disgorger before it fires.

 

Environment restrictions:  The Disgorger can spawn on any tileset where grunt infected (like Chargers) can spawn, but typically spawns with other infected.

(Optional) Art or Reference Images:

Ru4aFwP.jpg

fdN7btp.jpg

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