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Enemies Of The Tenno: Grineer Submissions


[DE]Megan
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Name suggestion: Grineer Engineer

 

Behavior: On every Grineer establishment, there are specially equipped technology specialists named "Engineers". On ships they work inside and outside; they repair from basic machinery up to turret targetting computers, outside they repair hull tears and keep outside devices in good shape. They are typically found around machinery, panic button panels, and other devices. They aren't very aggressive and when fired upon they run away using their booster packs; when they get into cover after being fired upon they release a little attack drone known as the "Cherub". The Cherub gets really close to the player after being released and uses a powerful stream of intense heat (welding torch). The Engineer is equipped with Vacuum shields (different from Corpus Proto shields) which are built to endure EVA, "Cherub" drone, Booster Pack (not like Hellion, but just enough for higher jumps and dashing), and some construction/repair tool weapons. On open air environments they have different camos, and on Phobos they use the "Hastak" crossbow.

 

Attacks: In combat, Engineers can use their tribeam laser-welder known as "Hydra" or a pneumatic rebar 'crossbow' known as "Hastak" as their primary weapon. When their shields are down they activate a control panel on their glove to send out the "Cherub" drone as they run to cover. The drone uses a welding torch to burn the player up close and personal. If the Engineer decides to engage in melee combat, they can use their booster pack to charge forward (like an Oxium drone) and knock down the player. They can also provide protection for their fellow Grineer by letting out an aura that gives nearby Grineer a shield like them. 

 

Environment Restrictions: None. They are found on all environments in different variations.

 

Art Reference Pictures: (Art credit goes to LoveYourEnemy)

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Edited by (PS4)TheChrisPMan
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Terra drone

 

Description: a yellow, hovering drone that's activated when a grineer tries to turn it on. ounce activated, you will be attacked by the vicious drone. it has a body similar to vay hek's except the neck isn't as long and it's head is a yellow skull with one big red glowing eye.The drone is not a stiff moving figure, in fact, he seems to act very loosely with his arms. The most unique thing about this enemy is that he can't be killed with any weapon or ability instead you to aim for his jet turbines and or proc the drone with radiation to stun it( stun time 10 seconds) ounce stuned you to go to the pod where he is realized form and hack it by using the panel on it. Cannot use ciphers on panel.( you can add more stun points if you want DE.) ounce hacked, the terra drone will be permanently disabled.

 

attacks: chaingun- a extremely high dps and damage weapon that shoots 20 bullets per second. it's very accurate so the terra drone only uses it a very long ranges, like, for example,  when your running away from it. 

 

Magnetic blast- a tactical grenade that shoots out of a mortar tube that comes out of it's back. low damage but, large blast radius of 25 meters. 100% of procing magnetic. is used at medium to med-close ranges.

 

dodge- dodges like hellions but if you get caught in the stream of fire,it will do fire damage.

 

combos- melee combos with high impact damage. Combos: Hook shot- a left hook to the face, then uppercut, then it grabs you by  the head and throws dealing you damage on impact. Grineer rage: left and right hook at same time, gribs the sides of your head throws you up in the air, fly's above you then elbows you to the ground. Hornet swarm: 2 rapid jabs to chest, a swift right hook and then does a body slam on you.

 

Adrenaline: if you try hacking without stunning it , it will literally become the fastest enemy in the game and will knock you back really far, doing a decent amount of impact damage. it's stun time is also decreased to six seconds when hacking and as soon as it's up it rushes towards you.  ( terra drone is immune to decoy, mind control switch teleport and radial disarm stuns it.)

 

environmental restrictions: needs room for pod to spawn and only spawns in rooms with no- decently high celing with enough space to move around.

   

 

 

 

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Name: Metal Slime

Behavior: The metal slime are the most honored warriors of antiquity, cloned so much and for so long that grineer replication processes have degraded them to the point of being little more than nerves and muscles. Seen as too valuable to discard, they are instead given suits to augment what little is left of them. For all practical purposes, they are tiny balls of almost solid metal armor. Metal Slimes can activate a "foot actuator" to hop, and are aware enough to hop in useful fashion. When needed, metal slimes will hop towards the enemy fearlessly, only hindered by their inability to hop on non-perpendicular axis: They can hop in place, hop forward, or hop left or right. Their construction means that metal slime have abysmal health(should average around 50), but astronomical armor values(armored equal to a heavy gunner of 10x their level) and very high natural proc resistance. If defeated, they have a high chance of dropping rare resources or powerful mods.

Attacks: Metal Slimes are only able to engage their foot actuators, and thus have limited attack options. A metal slime's standard hop allows it to smash its bulky armor into opponents for high impact damage. As a literal "heavy" unit, Metal Slimes are also capable of hopping in place to perform a standard grineer ground slam. While such direct tactics are generally impractical, the absurd armor levels of Metal Slimes mean they will at least route their enemies, and they will gladly use trademark grineer sadism to literally crush their opponents with repeated hops if they manage to trap downed prey.

Environment restrictions: There are no restrictions, but they should be rarer on natural terrain, where their limited mobility could hinder them.

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Edited by Llyssa
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Name Sujestion: Grineer Shocktrooper

 

Behavior/Attacks/Environment Restrictions:

 

Shocktroopers are made up of various kinds of specialists who serve the function of replacing standard Grineer on invasion missions attacking Corpus nodes and serve also in repelling infested. Their appearance is that of Tyl Regor mixed with various parts of warframes. The back story is that they consist of specialy trained units composed of Grineer whose bodies are fully replaced with that of a captured Tenno (with the exception of their heads) in addition to captured and brainwashed Tenno serving as leaders (new warframe(s) could be later adapted off of these units??!). Shock troopers are deployed in squads of 21 at a time, of which is built up primarialy of basic shocktroopers and a small group of different specialist including a Squad Leader(Brainwashed Tenno). Each specialist will possess their own unique weapon set dependent of their speciality. Grineer Shocktroopers possess a unique weapon that is a Grineer/Tenno hybrid Interchangeable Weapon System (ICWS) with special attachments for different purposes; in addition each shocktrooper varient will have their own unique ability (similar to warframe abilities/ heavy unit abilities) and will all bost high armor and minor sheilds. They will be an agressive, offensive elite unit exhibiting basic tactical behavior and other than being confined to Invasion missions as the agressor and on Infestation outbreak missions, they will otherwise not appear (with the minor occasion of single basic varients showing up as advanced tactical coordinators on random mission types).

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Name Suggestion: Grineer Nobody

 

BehaviorBecause the Grineer already have too many units relative to everyone else, this one decided not to exist.

 

Attacks: Its main attack is the nothing-wave.  Upon encountering a Tenno, it shoots a highly concentrated blast of absolutely nothing.  It does 0 damage, does not stun, has no visual ques and in fact no coding at all.  It's literally nothing.  Because the Grineer Nobody doesn't exist. 

 

Environment restrictions:  None.  The Grineer Nobody lives in the hearts of all things, Grineer, Tenno, and even Corpus.

This is going to win, I guarantee it.

Seriously though, is there really any need to add more Grineer types. They're the most varied of all factions in the game at the moment with various heavy units, melee units, hellions, distracting machines like rollers, and supporting units (the buffing radios I can't name right now). Grineer should take a seat and relax.

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Grineer Marauder

Behavior: uses cover, has a large amount of health, and has its own weaker version of rhino's iron skin. For an assault trooper, he pretty smart. He will examine all nooks and crannies in an area before leaving in order to root out any foes hiding in his midst. In combat these guys will charge in first and soak up damage so that weaker units can get a few good hits in. Working on weapon name, basic conception is a dual sword set called the twin rippers. Also wields twin gremlins.

Attacks:

Strikes player with his rippers

Uses gremlins at range to shoot players

Has a personal version of rhino's iron skin for defense. Only used when heavily damaged

Devastation: activates wrist blades which it uses to hack at foes, is analogous to Hysteria

Acid Grenade: throws a grenade that detonates on contact and inflicts corrosive damage, with a 30% chance of triggering a status effect. Watch out!!!!!!

Area restrictions: Level 15+

Description: commander with trooper style armor and twin gremlins/rippers

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Name Suggestion: Grineer Volker

 

Behavior:  To maintain competition with the Corpus Hyena Pack and Zanuka Project, Grineer soldiers volunteer for drastic body modification to emulate the four-legged speed and ferocity of predatory beasts, meshing Grineer cunning with animal power.  Volker troops terrible wolves armed with Grineer intellect, and they lead the search for Tenno trespassing in territory the Grineer hold or covet, using shoulder mounted searchlights to cut the darkness of derelicts for their prey, but they are equally well suited to patrol and enforce, supporting Grineer Wardens at prisons to eliminate intruders or recover escapees.

 

Attacks:  The Volker is a tactical search unit deployed to find and capture - or eliminate - opposition, high-tech wolves with Grineer intelligence motivating their every move.  Volker units seek prey - namey intruders - then attempt to detain them with ripline harpoons and deployable magnetic anchors, leaving captured intruders for the sport of superior officers.  (Like dropping an Arc Trap that's a leash, restricting movement until its anchor is destroyed.)  Volker units are capable close-quarters combatants, utilizing retractable knives and aggressive charges to stagger opposition.  (Knives have a distinct ratcheting sound when deployed, signaling that they are alert.)  Searchlights on their shoulders indicate their efforts, which can be broken to hinder them, but they will surely notice and become more aggressive.

 

Environment restrictions:  Ideally Rescue missions, Grineer territory, and as interrupting forces like in Derelict Vault games.

 

(Optional) Art or Reference Images:



 

 

Hoooo lawdy, I hope this is more a Concept Contest than an Art Contest.  I saw this whole thing way late - missed the Infected and Corpus rounds!  ARGH.  :D

Edited by (PS4)Hooligantuan
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Name Suggestion: Grineer Veteran / imperfect clone


 


Behavior:  They are agile and run as fast as Loki and always strafes, using cover better than anyone. When on mid health, they will throw a detpack the size of their body. When on low health, they teleport to you and  explode. There are 2 variations. The veteran acts like a commander, issuing targets, tactical reports and changing strategy and troop alignment. When these explode, it will make a wall of fire. This knocks down (sargas).  After death, other grineer will receive buff of dmg, speed and knockback resistance. The imperfects however has no buffs after death and no wall of fire. Vets dual wield Angstrum-like weps and Jat Kittag which they use like a cane while imperfects wield the seekers gun and no melee. The vets deal way more damage and utilizes the jet on jat kittag for better mobility. in unalerted state, vets will sit and tell stories to other Grineer. Imperfects will usually be alone except with female grineer(both needed extensive mods for combat like de legs) so they sympathize each other. Vets will buff Grineer and ultimate sacrifice buffs more


 


Attacks: Bombah: Deployed on mid health. Deals massive blast dmg more than the bombards rockets


Ultimate Sacrifice: when on low health, teleports and explodes itself. Creates a buff and deals massive dmg greater than BOMBAH


Jet Dance: Uses the jat kittag with surprising speed and ferocity, utilizing spinning attacks


Use Your Damn Gun Old Man!: You guys understand, don't you?


Dat Granados Tho: They throw stickies, flashbangs, frags while behind cover. They also make other Grineer utilize granados better


 


Environment restrictions:  Only on Grineer tilesets and appear most on exterminate, assassinations and invasions


 


(Optional) Art or Reference Images: I can't post my image but they look like normal lancers except they have a hunchback, visible explosives, and uses the Jat Kittag like a cane when not alerted. They are also a smaller size and more agile, using rolls and such. The vets have ornamental stuff on Jat Kittag (dont remember name) and tattoos on armor that denote long years of service


Edited by Slendy-Broseph
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Name Suggestion: Dragon Hound

 

Behavior: Always searching for Tenno. When the Dragon Hound finds what It's looking for it will howl like a hound dog to attract Grineer allies. Weakness is anything thrown, like bombs...etc it will instinctively chase after. Can't sniff you out in water. In fact, the Dragon Hound does not like water an tries to avoid it.

 

Attacks: The Dragon Hound can emit flames from Its mouth. It can track a Tenno anywhere. No more hiding in hard to find places, the Dragon Hound will sniff you out and use It's flames to get you down. Don't get to close cause it will rip threw your shields an life with It's powerful jaws.

 

Environment restrictions: Does not like water

 

(Optional) Art or Reference Images: https://www.facebook.com/media/set/?set=a.10152400993111438.1073741829.748621437&type=1&l=cdd6d0d5cc

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Name Suggestion: Grineer Mongrels

 

Behavior: To honor their heros, the Grineer will often use their DNA for a new selection of soldiers. However with the ongoing degeneration, this might result in using DNA that can't produce anything living, even with cybernetics and patchwork DNA fixes. In these cases the Sisters will call the loathed process of splicing the DNA of the hero with that of foreign slaves.

The resulting hybrids are looked down by all Grineer but still expected to help them in combat.

Mongrels are far less degenerated than their pure blooded brothers and sisters, including having fully functional legs. However even they had to be augmentated with a mechanic arm and other minor implants.

Mongrels still see themself as part of the Grineer and are as fanatically loyal to the sisters as the rest. However they have a stronger self preservation mentality.

When enough fellow mongrels and Grineer die around them, they will occasionaly also perform kamikaze attacks on enemies.

 

Attacks: Mongrels are not allowed to be frontline soldiers. Instead they are expected to support the main force, drawing fire, delivering supplies or manipulating the battle field. All Mongrels carry Twin Gremlins.

Wearing only light armor, the Mongrels will perform dodge moves when possible to avoid enemy fire or melee attacks. They also never attack when alone but will run away instead. As soon as 3 or more Mongrels are together they will fight however.

Male Mongrels carry shield projectors (badly made replicas of Shield Ospreys) on their back, which will give any soldier around them a shield or boost existing shields. They are not themself protected by it. The projector tends to overheat after a while.

Female Mongrels carry explosive and electro mines which they will deploy behind the main soldiers.

A male mongrels suicide attack is based on volunteerily overcharging their shield generators, causing an explosion that disrupts an enemies shield for a short while. A female mongrels suicide attack will see them pulling out a chain of mines and using it like a whip on an enemy that will cause an explosion killing her and (hopefully) her enemy.

 

Environment restrictions:  Grineer ships and mining bases. Shipyards. Not in boss missions.

Edited by Othergrunty
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Name Suggestion:

Huntsman

 

Behavior:

He tries to blend himself with his environment using the clock he wears to hide and scans the area for threats to the Grineer, anything that can disrupt them, he is pretty much the lookout for the Grineer and will signal them with a whistle when he spots a threat that he didn’t manage to kill before it got in range of the grineer. He usually can be found back in the surrounding edge of the environments never in the open like most grineer. Once he gets a shot off then he will reposition himself.

 

Attacks:

They Use a powerful sniper rifle originally developed to deal with the wild life forms that attack Grineer on their settlements. When the subject is in range there will be a wind-up noise in the distance it will end when shot is fire. On impact the shot will push and knock down the subject. As stated above the huntsman will reload and reposition to avoid detection, and repeat. If Shot missies he will remain in same area and will fire a round of none charged shots, after those he will attempt a charged shot again. When in closer range to the Huntsman he will use a sidearm and will keep moving around you to avoid damage.

  

Environment restrictions:  

Only found on Earth and Phobos missions. 2-3 per mission.

 

Art or Reference Images:

Just made a bust of what I pictured the Huntsman would look like. Thought I do a decent render this time compared to other faction submissions.

 

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Anthropos Dolofonos

 

Behavior - The Man Killer is a heavy scorpion female unit that that is highly mobile. Unlike standard Grineer units the Man Killer is quick and agile. She moves around when being shot from multiple angles but less so if she is engaged in weapon combat against a foe. She targets any Tenno who have a melee weapon equipped first. She is a command unit so all male Grineer immediately come to her aid if she is attacked and she boosts their abilities when they are near as well. But again, if she is fighting any Tenno with only a melee weapon equipped her squads will not interfere with that Tenno unless she is reduced to >25% health.

 

Attacks – The Man Killer possesses only a Stug sidearm and instead prefers fights with melee weapons. She possesses a retractable gauntlet energy edged blade that allows her to deflect bullets from Tenno or Corpus invaders as well and an extendable ‘tail’ that can poison enemies while pulling them closer to her.

 

The Man Killer can also climb/run along walls much like the Tenno allowing her to follow if prey tries to run or for her get to better attack position. As well as to lay down traps, like the shock traps, that harass Tenno and distract them from her attacks or her squad movements.

 

Environment – The Man Killer units appears mostly on Sedna as the protecting of male units is of little importance. They also appear on higher levels of Defenses and Survival as well as on Nightmare mode missions.

 

AnthroposDolofonos_zps42d2721f.jpg

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We have no idea how these fearless soldiers show so much impressive tactics and spunk in battle, may it be on desert, inside a station, or wherever. The Grineer shows effectiveness in battlefield. Is it because of their artillery? Or is this a result of rigorous training we never heard of? We may never know. But because of some obvious loses from different warring factions, they must step up and advance to retaliate. One solution is to deploy veterans again to the field to administer punishments to these slacking troopers. They are given the name "Grineer Taskmasters".

 

 

Name

 

Grineer Taskmaster

 

 

Behavior

 

You'll know when a Taskmaster is near and approaching when players hear drum-like sounds from a far, that gives you time to prepare for eminent mayhem. And mad beats!

 

Grineer Taskmasters has sound woofer-like devices located on both sides of their shoulder armor, these things boosts the troops' morale and plays a tune accustomed to the grineer faction like a war drum.

 

Affected area of effect gives:

 

1. Grineer slight movement speed

2. Slight fear effect to opposing sides (corpus, tenno,etc.)

3. And medium to huge weapon damage buff!

 

So it is strongly advised to get rid of him fast before finishing the rest.

 

 

Attacks

 

Attacks vary from what Grineer Taskmasters have attached on their right hand. Yes, weapons are implanted to their hands these veterans have lost from previous countless battles. They chose to have it attachable by different weapons rather than an ordinary hand, these weapons are random and may be:

 

Customized Scoliac (yes, that whip)

Drakgoon

Upgraded Gorgon

Ignis

OGRIS

 

 

Environment

 

Every map that has grineer on it.

 

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Thank you!

 

 

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Name Suggestion:

Grineer Bear

 

Behavior:

Walks fairly slow, when it gets close to an enemy it releases a shout (similar to Valkyr) and then charges toward the enemy and follows up with high damage slashing attacks.

The Bear has a reasonable amount of health and armor, about the same as the Commando.

The size of the Bear is about the same as Commando as well though because of it's bulky appearance it's a bit wider.

 

Attacks:

Battle Roar: Releases a shout that increases armor of friendly units and slows enemies slightly.

Slash: Continually strikes foes with strong slashing attacks.

 

Enviromental Restrictions:

Possibly none since it's the same as the rest of the grineer.

 

Art Reference:

PUNHxok.jpg

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Name: Hammer Berserker

 

Behaivor: This Grineer is dedicated to smash tennos, he have a really heavy armor that protects his life. Is very aggressive, slowly but deadly too 

 

Attacks:

 

Missiles: With his over-shoulder rocket launchers throw 8 missiles rounds that are directed to tennos (long-range)

 

Hammer Kill: With his big hammer do a heavy attack that smash tennos. If he miss do a long range shock wave that make a tenno, fall down and damage (short-range)

 

Shock Wave:  He strike the floor and do a shock wave that make the ground raise to tenno [like forst but with ground and bigger]  (mid-range)

 
Eviroment: Grineers ships, on pluto, ceres, neptune and uranus
 
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I wanted to make something that's just as scary at long range as it is close up.

Name Suggestion: Grineer Foreman
 

BehaviorRecognizing their technical skill more than their combat prowess, the Foreman oversees operations regarding the manufacturing of armaments and ships, reporting directly to higher ranking Grineer. He attacks with extreme prejudice, reloads his built-in Brakk quickly and is highly accurate at relatively long range.
When taking cover close to allied Grineer, he repairs their armour while emitting a small ballistic shield.
 

Attacks: The Foreman uses the Brakk for long to mid-range fighting, and utilizes his mechanical appendages in close quarters.
When closing in on the Tenno he can use his mechanical appendages to grapple the Tenno (think Scorpion's hook, but slower moving) and pull them near.
If caught by the Foreman you're guaranteed to get hit by at least one melee strike.
His arc welder, power vice and breaching drill can cause devastating damage if not avoided.
His "third eye" is a targeting laser, which upon being "painted" on a Tenno for a longer period of time makes the Foreman and his nearby allies have guaranteed critical hits towards the Tenno, as well as significantly increasing accuracy.
 

Environment restrictions:  Grineer Galleon and Shipyards only.
 

Art or Reference Images:
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Name: Grineer Monitor

 

Behavior: Mass-produced security robot used for surveillance and defensive support. Hovers leisurely while scanning in a short radius with its camera (At nighttime tilesets such as the Shipyards, it is equipped with a spotlight.) If it spots a Tenno, it hovers to the nearest alarm while shooting randomly with two mounted Vipers. Monitors can be found either alone or patrolling with Grineer squads. It is a relatively fragile (uses Machinery, so weak vs. Blast, Electricity, and Impact) security bot, and can prove to be either an easy target or pesky distraction.

 

Attacks: The Monitor only has one attack; it sprays a barrage of bullets with two mounted Vipers (with twice the base magazine as Twin Vipers, unmodded). While the base damage is low, if most of its shots make their mark, overall damage can be significant.

 

Environmental Restrictions: All Grineer tilesets; equipped with flashlight at Shipyards and nighttime Forest (only seen in Forest in Grineer-populated areas.)

 

Art Reference:

SP69-75AeroSecurityBot.png

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Name suggestion

grineer phalanx

 

Behavior:

可動式の装甲板を装備した重装兵。

敵を発見すると間合いを取り可動式装甲板を盾にしライフルで攻撃してくる。

 

Attacks

tennoが近づくまではGRINLOKで射撃攻撃を仕掛け、一定距離まで近づかれると衝撃波で吹き飛ばして間合いを取る。

 

Enviroments

地球、フォボスなどの野外マップや侵略ミッションで登場。

 

Art Reference

MniTXu4.jpg

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Edited by ChronoGazer
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EDIT:  Had to fix that whited out text!  Sorry!

 

 

 

Name Suggestion:                                                 Grineer Ambidex

 

 

Behaviour:  A cloning expirement gone horribly wrong (or right) this grineer has 5 arms and 1 leg 1 head, but 2 faces.

This unit walks on Two Limbs "minimum" and can move incredibly fast when needed by using four arms to run, like an animal.  Lacks feeling due to nerves not being transmitted properly from the brain to the correct areas of the body, and therefore is extremely aggressive.  Never tries to take cover - Lacks emotion and has almost unlimited stamina, Incredibly skilled with melee weapons and ridiculously accurate with duel side arms. 

 

2 Stances:

 

1: Proper/Mid range/Normal Combat - The Ambidex Stands on one arm and one leg, wields duel Daggers or Swords on one side and Twin Pistols on the other, or 4 throwing melee weapons like the Glaive/Kestrel.

 

2: Predator/Chasing - Stands on 4 arms allowing it to move super fast, flipping its other arm and leg up like 2 scorpion tails- will relentlessly chase down injured Tenno and meet them with slide,skid tail whip/bash with its spiked boot and sharp blade.

 

(Approx 180 words)

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Attacks: The Grineer Ambidex is very aggressive but also excels in defense against fire arms more than any unit in the game thus far. 

 

1:  Twirlwind- When being shot at from a long distance and has been alerted to a tenno's presence this grineer will holster its guns and spin quickly on it's one leg deflecting almost every bullet that comes its way back at the tenno, causing damage much like the "reflection" mod.

 

2:  Disciplinary action- The most commonly used ability of this unit.  The Grineer will switch sides accordingly to fight a gun user with it's blades, and a blade user with its twin guns (unless it is the rare spawn which carries 4 throwing melee weapons, at which point it reverts to Twirlwind 100% of the time but slings the blades while blocking in fast succession at all surrounding tenno.

 

3: Tail whip- Only availble when the unit is in "Predator/Chasing" stance (Most likely to happen when a tenno tries to flee and is below 40% health)

 

(Approx 180 words)

 

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Environment restrictions:  Rare on tier 1 planets, Uncommon on tier 2 planets, Very Common on tier 3 planets.  The same applies to void mission tiers with "corrupted grineer ambidex's"

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Optional Art:

 

This ISN'T my art- this was from infested submissions- However I tweaked it in photoshop to TRY to get my point accross for the most common stance.. would look much better in game and be able to be male or female!

 

FYI: (apologies for the crudity of the art, I had to do it extremely quickly :-(  No diresespect to the original maker of this model!)

 

GBNPQZO.png

Edited by (PS4)Crackle2012
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Name Suggestion: Slamjock

 

Behavior:

 

This enemy known as the Slamjock is a Grineer worker who is usually found jumping from shipwreck to shipwreck dismantling them aswell as lifting heavy objects in order to move them somewhere else (the name comes from the words "slam" and "jockey").

 

Attacks:

 

This Grineer uses his giant mechanical hands in order to crush his enemies, when out of reach he will use his "pincer" feets to jump from wall to wall and so on in order to avoid being hit.

When he have closed the gap: 

- he will rush the tenno (with a gorilla like charge) and slam his hands to the ground knocking his opponent down;

- he want to punch his enemies to death;

- he will grab the tenno by the torso (the game mechanic would be a Quick Time Event similar to the one saw in devstream 27 with the enemy kubrows) and then violently slam it to the ground dealing heavy damage;

 

Optional:

 

- he will try to parry bulletts by placing his hands in front of himself;

- before rushing the tenno he will crack the ground open and throw rocks at the opponent;

 

Environment restrictions: Wherever there are wrecks or thing that need to be moved (ship cargo, boxes, stuff...).

 

(Optional) Art or Reference Images:

VShkZsb.jpg

Edited by Daimon-z
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Name Suggestion: Sargas Adherent(s)

 

BehaviorIn response to the ever-increasing paranoia and fanaticism of his least-favorite fellow officer, Vay Hek, Sargas Ruk has begun a strict and unforgiving training regimen for his most loyal soldiers. If the Prosecutors are the elite guard of the Grineer, the Adherents are the true commandos. Though their armor is only slightly tougher than average, and the Grakatas on their backs the same as any other, the Adherents move with a level of focus and cohesion never before seen by Grineer troops.

 

Sprinting into battle in formation, covering each other above all else as they navigate the battlefield, and even going as far as to leave their position to revive a fellow squadmate, the Adherents are a true unit, their loyalty to each other only surpassed by their loyalty to their General and their Queens. If their brilliant orange armor does not give pause to their enemies, their lethal tactics soon will.

 

In short: Behavior is the name of the game for these units. While we're not quite at Matrix-levels of artificial intelligence yet, players should feel a stone drop in their gut when they encounter a squad that appears far more intelligent than the rest of the cannon fodder.

 

Attacks:

 

Armament: Adherents boast a Grakata, a Marelok, and a Heat Dagger, and move in packs of three or four. On rare occasions the squad will drop into formation and fire napalm from wrist-mounted launchers. This napalm does little damage but coats the battlefield, lasting a decent while and delivering a high proc chance.

 

Squad Maneuvers: Aside from moving in formation and moving from cover one at a time under suppressing fire from their squadmates, the Adherents have a few unique behaviors, preceded by a signal and a vocal order:

 

-- Threat Identified! When under attack, the unit dealing the greatest amount of damage to the squad will receive the bulk of the squad's fire.

 

-- Jump Him! Once an enemy enters melee range of one of their squadmates, the group as a whole will break from cover and gang up on that unit with their Heat Daggers.

 

-- Grenade! Each Adherent leans out from cover and tosses a grenade into the battlefield.

 

-- Man Down! When an Adherent is "killed," they enter a brief downed state. The surviving members of the squad break from cover to set up around him, one reviving while the others suppress.

 

Environment restrictions:  Sargas Adherents rarely stray far from their General, appearing on Saturn, Mars, Phobos, Sedna and occasionally Eris.

 

(Optional) Art or Reference Images:

 

These contests started literally the same week I started building a house, so I couldn't spend nearly as much time on the artwork as I'd hoped. Hopefully it gets the idea across. Similar color scheme as Ruk.

 


sargasadherents.png

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