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Enemies Of The Tenno: Grineer Submissions


[DE]Megan
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Name Suggestion: Grineer Stallion

 

Behavior: Using stolen Warframe technology, the Grineer Stallion uses dive bombing and swift slash attacks. Grineer Stallion sacrifices low hp and shields for moderate to severe attacks, and high armor. Equipped with retractable blades on hands.

 

Attacks:

 

Flight: The Grineer Stallion takes flight.

 

Dive Bomb: Similar to Zephyr's Dive Bomb, the Grineer Stallion dives towards enemies, knocking them down dealing moderate damage, penetrates shields, only works when in mid-air.

 

Fight or Flight: Performs a Slash Dash knocking over the combatant.

 

Last Option: Performs multiple jump attacks and sparring attacks dealing slash and impact damage.

 

Restrictions: Only Outdoor Maps

Optional Art:

BnxXkEIIYAEzrNw.jpg

Edited by KMaorGaming
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Name Suggestion: Grineer Proctor

 

Behavior: As a part of Tyr Regor's attempt to improve Grineer decaying DNA, some superior clones were created. Successful subjects are usually manipulated in vitro into twins to increase number of superiors. However, these female clones also showed an extraordinary high telekinetic talent which can be used in combat and a telepathic ability to inspire nearby Grineer.

 

Proctor always comes in pair and command Grineer elite squad from the back by infusing them with frenzy to destroy everything without fear. They protect their troop and attack by utilizing their telekinetic energy. If one of them dies in combat, another will receive permanent buff and persue the wrongdoer to revenge her fallen sister.

 

Attacks: 

A. Frenzy - Telepathically imbue her troops with bloodlust for X second. Affected troopers are faster, deal greater damage but likely to rush toward the enemies. Trooper will attempt to tackle the target when their health is low and suicide bombing the target, dealing high blast damage.

 

B. Autogun - Their shoulder mounted weapons can automatically attack target. Can shoot mortar to bombard the area. Area designated for bombardment glow red for a few seconds before dealing heavy damage.

 

C. Telekinetic wall - Temporarily create a transparent wall in front of them, stopping any projectiles that travel through the wall. After x second, bounce the projectile back the way they came from. Can't stop anything larger than a bullet.

 

D. Death wish - If one of them dies, another will receive a buff to damage/movement speed/ shield regen/health regen. 

 

Environment restrictions:  Spawn in pair only in level 20 or higher behind a Grineer squad.

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Name Suggestion: Grineer crewmember


 


Behavior:  Note how Grineer Galleons are always only populated by soldiers? It's kind of odd that nobody actually handles the delicate machinery. They should be the only ones that can handle consoles and start alarms, for it seems kind of odd that grunts with most likely zero experience in technology aside from weapons can start alarms (as it is obvious, it takes a bit for them to type it on the consoles). Could be that soldiers are only at certain areas within rooms and special barracks rooms, en masse. If the player gets detected, they will rush to a console and after the alarm, try to escape (despawn after they are an entire room away or act like capture targets).


Attacks:  None. Only alarm starts. This would warrant further tweaks to the alarm system (currently it's very easy to cheese through missions in "stealth" even if you get an alarm, as it takes five seconds to disable it).


 


Environment restrictions:  Any Grineer tilesets.


 


(Optional) Art or Reference Images: None. Their appearance could be similar to Butchers, as all Grineer are highly mechanically augmented due to decay, though even more wimpy.


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Name:Grineer Mercenary

 

Behaviour: These units fight without mercy or compassion. They are highly aggressive and will fight for the highest bidder, unfortunatley that is the Grineer. the Grineer deploy them in the hope that they will ruthlesly eradicate any Tenno that they come across.

Heavily armoured unit (similar armour to a napalm) and bigger than a napalm so will move slowly and has low agility. Will always act as a vanguard to any grineer assault team. Appears in missions as often as a napalm. only appears in regular missions with a base level of 12-15 (excluding survival). Will try to get close to tenno due to its short range attack strength. has black and red armour. Shoulder and chest guard+leg guards are red. Has an energy pack (red) on its back which supplys energy to it main armour, this is a weak spot on the mercenary.

 

Attacks: Has a symbyotic axe (similar to the scindo) attached to its arm, this has been attached to its arm by robotic engineering. This axe is attached to its left arm and in carries a triple barreled sawn off shotgun (same power as a fully modded and supercharged bronco) in it's right hand. Heavy attack is a mele slam and it will shoot you while you are knocked down.

 

Environment restrictions: only appears in missions of level 12-15 or above (excluding survival) and is vulnerable to any cold damge.

Edited by Jac2ques3
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Name - Zerker

 

Special Feature: Unit's strength depends on all player's combined conclave rating (sum of conclave /2)

 

Description:

Tyl Regor finally managed to finish his work with gene repair. The new products are expensive, but have no equals among the Grineer. With superhuman strength, quick reflexes and enhanced senses they're sure to bring victory to their Queens. Gene repair made them young and not without a sense of humor. The love combat, but unlike The Grustrag Three they're obedient to their masters and can restrain themselves making mass-production even more important. 

But above else...

Those guys are supposed to be badass.

 

Wielding an arsenal of heavy (and by heavy I mean HEAVY) melee weaponry, and using their mini-jetpacks to slide at extreme speeds they will F*** you up hunt you down. Or die trying.

Should they be killed in battle they'll scream things like "a good fight, Tenno" etc.

 

Abilities and moveset:

 

Jetpack rush - Zerker uses his twin jetpacks to slide towards the enemy at extreme speed stopping in front of him and using the momentum of his sword to slash him in half. Deals massive damage. Has 100% crit chance.

208d8iw.jpg

Ragnarok Advance - Zerker performs a combo of slashing attacks. It's length depends on hitting the opponent - if he misses the combo stops.

 

Queendom Come - Zerker leaps into the air and slams the ground with his weapon dealing aoe dmg with 100% blast status chance. 

 

Fervor - (passive aura) All Grineer units in 50 meters area gain bonus movespeed and damage, ability to shoot while running, and are forced to charge the Tenno attacked by Zerker trying to surround and overpower him. What's more each successful melee attack performed by Zerker has 30% lifesteal ratio.

 

6fm9ol.jpg

Concept topic at: https://forums.warframe.com/index.php?/topic/231054-enemy-concept-zerker-tyl-regors-success-with-concept-art/#entry2676194

Edited by Ereus
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Name Suggestion: Cybrow

BehaviorCybrows are clones created from captured Tenno pets enhanced by Grineer cybertechnology. Even more vicious than the wild variants Cybrows have implanted incectors filled with combat drugs that will keep them going even beyond the brink of death. Cybrow packs use a cybernetic mindlink to form one very aggressive mind to fight the Tenno. Cybrow limbs are artifical and sport advanced hydraulics to increase their speed and jumping distance. Their claws are deadly weapons as well as enabling them to wall run so they can hunt their "former" masters in whatever way neccessary. Cybrow packs are even deadlier since they can share their perception. If one Cybrow of the pack remains unaffected by a blinding effect, the others can rely on the unaffected senses as long as the spared Cybrow is alive. When close to death the combat implants kick in and give one last burst of health for a short time before the beast drops dead.

 

Attacks: Cybrows use cybernetic fangs and claws to inflict massive damage to opponents.

Environment restrictions:  none

 

Sidenote: Many thanks to [DE]Megan for the conversation about the Kubrow in the Orokin Lab. That was the inspiration for creating this monster here ;)

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Name: Grineer Mech

 

Behavior: 

Grineer Mechs were designed to allow the Grineer to have the advantage in combat. Using similar philosophies to warframes, Mechs are extremely large bulky suits that are powered by engine fuel underneath a thin layer of armor on their backs. They move slowly, but are so heavily armored they do not care about cover. The Mechs are controlled by a heavily modified Grineer Pilot inside of the main cavity.

 

 

These Mechs are highly dangerous and take maneuvering to get behind them and attack their vulnerable fuel cells. Due to budget cuts from months of Tenno sabotage and funds being moved to Vey Hek's Fomorian fleet, there are several flaws in the design. The guns have a tendency to jam for a minute and the legs to lock up and stop the Mech's movement, allowing savvy Tenno to move behind it for the kill.

 

Attacks:

Grineer Mechs utilize Dual Modified Gorgons (or DMGs) on one arm and a Tri-Ogris on the other to destroy their enemies. However, both weapons have a considerable windup and recharge time between firing, so they utilize an alternating firing pattern. The Mechs are also able to do a ground punch with a shock wave effect similar to the attacks of the Heavy units, but much stronger.

 

Environment restrictions:

Due to their massive size, the Mechs are only able to be deployed in open areas or Dropship Hangers.

 

(Optional) Art or Reference Images:

Soon™

Edited by StevangarCronox
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Grineer Operative

 

Behavior: Grineer Operatives were trained to be hard to hit and hard hitting. They will leap through the air guns blazing and will dodge enemy fire by rolling away. Similar to the gustrag three, Operatives are able to move using Speed cannibalized from Warframe technology and can also use smokescreen to resposition themselves for an ambush. Operatives move in groups of four and will always cover one another. They are commonly sent in in place of a heavy unit such as a bombard or heavy gunner. Have health similar to evicerators.

 

Attacks: Utilizes Twin Gremlins to great effect, will take cover and return fire but when they sense an enemy is near they will try to leap out of cover while firing at the enemy (john woo style). Are able to roll away from or towards enemies.
in close quarters combat, utilizes a Grineer Sabre (new weap) which has fast strikes that can be hard to counter. Can block in close quarters as well.
Will activate smokescreen at low health, be prepared for them to uncloak behind you with sword at the ready. Speed will only be activated when all four are present, in which case two will try to melee and two will try to cover them.

 

Environment restrictions: spawn in groups of four, will appear when the lotus says, "There's a heavy unit approaching."

 

lLchkM4.png

Edited by ROSING
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Name Suggestion: Light Hellion

BehaviorAn much more agile unit, unlike the rest of the Grineer army.

Attacks: A two-stage enemy.

First stage: The ladies use their jetpacks to dodge and stay in mid range from their enemy. They never hover in the air for all Tenno to shoot at. Light Hellions use their flying ability to ram the enemy, knock them down and shoot a couple of times while the enemy tries to stand up.

Once they get a set amount of damage, their jetpack breaks, making them a ground unit.

 

Second stage: After losing the flying ability the Light Hellion still moves fast, since she is not heavily armored. She uses evasive moves like rolling to the side to dodge Tenno bullets. When engaged in melee combat, she blocks incoming attacks with her Grinlok. Stamina rules apply to her, though. While in her second stage, she drops an arc trap to the ground now and then.

 

Environment restrictions:  Spacious maps.

(Optional) Art or Reference Images:

grineer_keter_by_sayon-d78m76k.jpg

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Name Suggestion: Grineer Dropship

BehaviorGrineer Dropship is a small airship that initially hovers over battlefield, using it's main gun for attack. Unless destroyed, after a while it will find safe landing zone.

Attacks: while in air, dropship will utilize attack similar to Orbital Strike Drone - target area is first marked and, after a brief moment, bombarded. After landing, dropship will periodically release a group of Grineer units (licentia poetica) and utilize axillary guns and arc traps mounted on hull for selfdefence. Possibly, it can also boost morale of Grinner units, similar to Regulators.

Environment restrictions:  outdoor areas; preferably endless defence, interception and survival type missions.

(Optional) Art or Reference Images:
Drop_Ship_Concept_by_Jaruzel.jpg
Image belongs to it's respective owner.

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Name Suggestion: Hekneer


Behavior:  With compliments from Vay Heks new found arsenal, he has begun to retrofit Mech suits controlled by Elite Lancers, His own 'improvements' to take out those pesky Tenno!


An Elite Lancer sits inside an enclosed Mech suit with high base armour and an arsenal to match its devestating upgrades. Due to its upgrades and additional weight, it is rather slow moving.


 


 


Attacks: Close range The Hekneer is equipped with a Flamethrower, and  'shock plate' jet legs(AOE similar to heavy gunners slam), allowing the Hekneer to 'jump' a small height to keep the Tenno at bay, for long range it is equipped with a grenade launcher, and twin heavy gunner inspired Gorgons. If a Tenno is lucky enough to survive its onslaught and disable to mech suit, the Elite Lancer pilot will have the ability to eject from the Hekneer and attack as any normal Elite Lancer would.


 


Environment restrictions:  yes. Due to its increased size and weight, it is not as nimble as other grineer units, as such bridges, and small pathways are a big problem.


 


(Optional) Art or Reference Images: 


 


these are just images I found that suits this idea


 


dark_nova__faolchu_powered_armour_by_bre


 


 


 


 


3756586069_f1cf1efb80.jpg


Edited by (PS4)yzfbikerboi
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name:grineer priest

 

behavior: he will buff and heal his team-mates with spells he found in a random book (that he stole from a dead tenno operative)

he will boost his team-mates health,shields,speed and strength as well as heal them

 

attacks:he relays on his team-mates to do the dirty work

 

Environment restrictions: he is always near huge grineer and will run from the tenno if the heavy unit is killed

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Name Suggestion: Failed Clone

 

Background: Failed subjects of the cloning process, these Grineer were created with frail bodies. However their mental abilities have been enhanced, giving them the power to send psychic impulses to any other living creature nearby. Tyl Regor, seeing that their mental abilities might be useful, decides to harness their abilities. With that in mind, they were erratic, and very dangerous, so he creates these helmets that prevent them from sending psychic impulses. They are used in the field sparingly, they are stored in large metal containers with breathing holes. Opened from the outside only. These containers are stored throughout the Grineer ships for research purposes. 

 

Behavior: Walks slowly, tries to stay out the sight of others as much as possible, they avoid the light. Whispers of their thoughts leak out through their psychic abilities, causing nearby lifeforms to hear these whispers. They become agitated with the sound of alarms, giving them the ability to teleport, as well as enhancing their mental ability, allowing them to transmit psychic waves through their helmets.

 

Attacks:They attack nearby things by creating illusions. These illusions flashes the images of their demented psyche and chaotic thoughts, this will slowly damage the Tenno's health as will as disrupt their view and hearing. They can create images of themselves as decoys, destroying these images will create a cry of pain that echoes throughout the area. The cry of pain will increase the Tenno's susceptibility to their psychic attacks. 

 

Environment restrictions:  Can only appear in dimly lit areas, must have very few enemies near by. Only appear after the alarm has been triggered. Will not follow Tenno if they move quickly. They do not appear in open space. They are not as aggressive if the alarm is off. 

Edited by DesuEx
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Name: Obliterator

 

Appearance: She is a taller sized grineer that has intricate mech legs and a powerful main arm. She has a energy pack on her back for channeling energy.

 

Behavior: She will walk idly untill the Tenno ar notices and then she spring into action. Weilding her Jat Kittag, she rushed out to the battlefield and leaps very high into the air. She brings down her channeled Jat Kittag on the closest Tenno with knock down and high impact damage. She wil attempt to evade and hide if the odds sre against her, but she will fight on overdrive it her health is below 5%.

 

Attacks: Jat Kittag smash and swing W/ knockdown, a viper for small ranged engagements

 

Enviromental restrictions: She can jump very high, but not very far, so she can clear huge trenches. She is best for open areas or large rooms and in compat rooms she can't fight well. She will only appear with bombards and Napalms.

 

Fm5IAPR.png

 

This is something of what it might look like, but female and less armoured.

 

BTW THIS IS NOT MY ART

Edited by Cangtaro
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Name Suggestion: Last Light


 


Behavior: He is waiting at any corner, searching for warframes menace, he has a really fast speed, he can run faster than loki or ash, he can wall running, jump - hold from the roof and move for it for some few seconds


 


Attacks: When he sees you it inmediatly get invisible and run to you, when its close enough it get his invisibility off and uses his first attack ( a explosion of light like radial blind), stun you and then attack with hes sword and claws, if you still alive, he can avoid almost all your attacks by side rolling shoot you with a hand -cannon, then it gets invisible again. 


 


Enviromental restrictions:  Any grineer set


 


ojkmfk.png


Edited by WANDERER93
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No art talent here. Something tells me no one is going to read this.

 

Name suggestion: Kerber Weapon Platform

 

Behavior:

 

Kerber weapon platforms are the most powerfull, yet most fragile of grineer armour, purposed to be put in the rear of any army, providing anti-air and artillery support. Unfortunately, these qualities make it possible for tenno to take down these benemoths, intercepting them where they are without their regular armour escort.

 

Standing on their four massive feet, Kerber platforms tower over grineer troops, like a menacing scorpion with a massively armoured body, wielding two weapons - same as the count of pilotes permanently mounted inside these beasts. Frontal ball turret, mounted wheere the 'head' would be, sports a twin flamethrower, which, coupling with it's heavy frontal armour, protecting it from attacks from front and above, and to some degrees - from the sides, makes it certain death to engage upfront, while it's massive rear weapon mount on the top sports one of the two massive, but clumsy weapons - either a quadruple flak cannon, which speaks certain death with it's explosive rounds, or twin artillery cannons, that make it so much more dangerous if left behind.

 

The platform will attempt to keep facing tenno at all times, to provide it's rear gun with best aiming capabilities (or with any capabilities at all, in case of artillery that isn't designed to track high speed targets) and to get the best of it's heavy armour (would be neat if it took 0.1 or 0.05 damage if hit on the armour) in an attempt to spare it's delicate pilot life support, it's only weak spot, and it's less armoured parts from getting damaged by the enemy.

 

Attacks:

 

Flame turret - anything in a wide ark infront gets cooked by it's massive heavy flamer. Keep distance or come from behind.

 

Flak tailgun - has somewhat of an aiming lag, not used to close target tracking, it's shots explode into AoE of shrapnel, having high chance of blast proc.

 

Artillery Tailgun - can only aim in an ark infront of the platform, but does enough damage to bring anyone down. If left behind, will spawn a special enemy, a grineer spotter (or give spotting capabilities to certain grineer enemies, like heavies and, say, seeker), and will rain down death if the tile has open ceiling. Raining death spawns above the tile to avoid targetting errors.

 

Environmental restrictions: Can only spawn in planetary maps, and only in "outside" tiles. Won't follow players through tile connections.

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Hi! This is my Grineer, He name: Bidam.

He have lots of health, but he have few shield.

He ability: With his electrict sword-weapon absorb the shield, and power, and add, the absorbed shield, and power his own power, and shield.

If he punch you, you lost 10 point shield, and 5 point power. If the Bidam power up to 50, he activate an Iron skin, like Rhino. He meele speed is big,, he don't have any weapont, just the electrict meel.

 

Tactic: First, and secondnari weapon use.

 

(Sorry for my english)

 

BoTYix2.jpg

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Name Suggestion: Grineer Surrogate

 

Behavior: The Surrogate prefers to stay behind her Grineer brethern and sisters, observing the battle until one of her more powerful brothers or sisters fall. She will then rush to their bodies to salvage their primary weapon and use it in their stead.

 

Attacks:

 

Weapon Scavenger - the Surrogate reinforces her fellow Grineer by grabbing a weapon from the recently dead. She prefers to take stronger weapons if available, such as Bombard's Ogris, Heavy Gunner's Gorgon, Scorch's Ignis, etc.

 

Weapons Expertise - the Surrogate is very knowledgeable on the Grineer arsenal. As such, she is able to both operate Grineer weaponry efficiently and double her current weapon's damage.

 

Fleet Feet - the Surrogate is very quick on her feet. She will be slightly hindered by weight of her current weapon, but still remain very nimble.

 

Environment restrictions:  Grineer Galleon and Asteroid tilesets

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Name

Drudge

 

Behavior

A large, heavy Grineer unit, Drudge workers are durable but slow. They lack upper-levels of inteligence, making them have extremely faulty aim and causing them to be extremely slow in mental processing. In addition, they would not alert other Grineer to the presence of an intruder and attempt to destroy it themselves. They make up for this by being extremely tough to normal weaponry: their spacesuits give them resistence to Radiation, Electricity, and Gas damage; these elements deal reduced damage as well as being incapable of causing status effects.

However, they are even more vulnerable to the effects of Puncture, Slash, and Magnetic damage. Additionally, they would be immune to staggering effects.

 

Attacks

Drudge workers have three attacks:

They are assigned either a Marelok or Brakk to use as their primary form of ranged engagement. Their accuracy, however, is extremely terrible, due to their lesser mental capabilities.

Second is their surge pylon. Integrated into the left arm, this device can be used to either direct a high power bolt of electricity at its target or recharge Arc Traps and Sensor Bars.

Lastly, Drudges are extremely adept at melee. Their hardened armor makes their punches hit much harder than any other Grineer melee.

 

Environment Restrictions

They are incapable of entering tight spaces.

 

Art

53gLsCM.jpg

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Name:  Grineer HYDRA team

Appearance:  2-3 Grineer Lancers manning an oversized Gorgon-style heavy machinegun on a tripod mount behind an erectable cover barrier.  One will be the gunner proper, another will be the loader, the third will be the warfam spottor and have a Grakata.  All should be wearing heavier-than-normal upper body armor.

Behavior:  The HYDRA teams are spawned in missions where the Tenno have to advance (this means not on defense, but potentially on survival) and will set up in choke points to slow down, suppress or kill the Tenno with heavy firepower.  The machinegun will have heavy firepower and a high rate of fire (potentially also be a shotgun, for a cone of fire!), but will regularly need to be reloaded, at which point it cannot fire but the Spottor will use his Grakate for suppression fire.  If the gun itself is taken out, the team will all draw Grakatas or Krakens.  Possible additional behavior:  HYDRA team will rush out and attempt to deploy their gun, for example to 'protect' an air pod on Survival.

Attacks:

- Normal:  HYDRA machinegun:  rapid-fire high-caliber machinegun firing scattershot, needs regular reloading

- Alternate variant:  CERBERUS automatic grenade launcher:  fires a scatter of bouncy explosive grenades, needs regular reloading

- Personal weapons:  1x Grakata, 2x Grakata or Kraken (or similar standard Grineer firearm)

Edited by iotimoline
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Name Suggestion: Grineer Medic

Behaviour: Thanks in large part to the Tenno, the rate of Grineer deaths has become a cause for concern. Research of infested samples has led to a breakthrough in Grineer biotech: a substance that quickly restores the Grineer's physiological makeup and also reduces damage temporarily. Additionally, the substance- codename: 'Viron'- is poisonous to non-grineer. Best of all, it's cheaper to make and use 'Viron' than it is to clone extra troops! Enter the Grineer Medic, who dual-wields weapons extremely similar to the Acrid. Medics have specialized armor, too: they are heavily resistant to all elemental damage. The materials it is comprised of, however, doesn't handle physical damage as well.
Attacks: Grineer medics attack exclusively with their dual pistols, but frequently target wounded friendly troops as well to heal them up and provide a high, but momentary, damage reduction. They move quickly and tend to keep behind shield troops, making sure that shield troops stay between them and the Tenno. The medics' weapons deal viral damage. Because their weapons heal other Grineer, Medics are strong against mind-altering affects that cause them to "attack" their allies.
Environment restrictions: Medic armor has several sealed layers- they will survive in any environment.

Someone create artwork for me :'(
I'm just a poor boy with no crayons.

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Name: Assault Medic

 

Behaviour: The Assault Medic is the healer of the Grineer armies, but not in a typical sense - Heavily armoured and equipped with a Manticore Axe and white-washed Lancer Shield, the Assault Medic rushes into combat head-first, engaging enemies in melee as soon as he sees them and rallying all Grineer to his position. Devastating attacks aren't the only reason the Assault Medic engages in melee first - every strike against an enemy activates their healing aura, restoring a portion of HP to all nearby Grineer.

As the Assault Medic's HP falls his behaviour changes - first by activating auras that buff nearby Grineer to increasing his own attributes, with a final 'insult' to his enemies when his HP falls too low. If he cannot reach enemies he will throw Fragmentation Grenades and fire on them with his Marelok pistol.In this 'ranged' mode he acts similar to a Shield Lancer, protecting himself with his shield while taking pot-shots with the Marelok, charging into combat when an oppertunity presents itself.

 

Attacks: The Assault Medic is equipped with Heavy Ferrite Armour, a Manticore Axe, a White Lancer Shield, Fragmentation Grenades and a Marelok pistol.

 

On my position! When first engaged the Assault Medic charges his target, dealing a ground-pound when he reaches them. As soon as he enters an alerted state several additional Grineer spawn nearby and move towards him to support.

 

Vampiric Aura Every melee attack the Assault Medic makes restores 3% HP to all nearby Grineer, including himself.

 

Beserker When reduced below 50% HP the Assault Medic beserks, increasing his attack speed by 30% and the damage of all nearby Grineer by 20%.

 

Stay close to the walls! If engaged at range and he cannot reach them, the Assault Medic activates this aura, reducing damage taken by non-melee attacks by 30% for all nearby Grineer and making their A.I seek cover immediately.

Defenders Blessing If reduced to <5% HP but not killed, the Assault Medic will slam his Manticore into the ground, casting an ability similar to Trinities Blessing before detonating his Grenade Belt, dealing heavy blast damage to all targets near him. The Blessing he releases restores all nearby Grineer to 100% HP and grants them 3 seconds of Invulnerability.

 

Environment Restrictions: Cannot spawn as a friendly unit in Infested missions (Vampiric Aura is a little OP there).

 

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Name Suggestion: (1-2 words max) Infested Slave

 

Behavior: (max 200 words)- The grineer have captured an infested ancient. Due to it being a dangerous creature they have attached a heavy device over it's head. This device gives a strong electric shock to drive the creature wild and to control it and make it fight for grineer. When not in battle the creature is chained to the wall or floor but will be released when the alarms sounds. At that point it will attack anything and everything but if it starts attacking grineer it will receive a shock that stuns it and it will then pick a different target. Due to being captive its infestation has tried to expand and take over but so far that has failed. This does result in a more horrifying appearance then the typical ancient. Also breaking the device will free the creature to get revenge on its captors.

 

Attacks: (max 200 words) Charge- This creature has been driven mad by the grineer torture it is hungry for blood and will charge and knock down it's target. After being repeatedly shocked this creature had learned to channel some of that energy using its long tentacle it will attempt to hit and discharge electric to stun its prey. 

 

Environment restrictions: (max 20 words) Can never spawn alone because some poor guy got stuck with the task of watching and tormenting the creature.

 

(Optional) Art or Reference Images: (Max 3 images).

front.jpg

back.jpg

side.jpg

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Name: Enforcer

Behavior: This grineer walks around slowly on the battlefield well ready to blast a few tenno in the face. The enforcer has a vase variety of arsenal to dispatch against us tenno and has high armor. Unlike the other grineer his body has been infused with the machinery and has lost all flesh making him the only grineer to be able to live longer than others.

Attack: he carries a plasma impact grenade launchers like the grenades other grineer carries except they explode on impact. He has a chainsaw blade as a left arm to either attack the tenno if they get too close or charge at them dealing massive damage. He carries a high level karak as his main weapon. Occasionally he'll stomp the ground causing everything even his fellow grineer to fly backwards unless the target is airborne. If you get his health down enough he'll go into rage mode causing him to drop everything and charge at the tenno with only his chainsaw blade

Enviromental Restriction: only spawns in more open enviroments

Image Description: this grineer is covered in armor at least taller than the regular sized doors. He pretty much is a walking robot but with a few machines all rusted out on him. And to make him more of a mini boss give him spikes so he looks cooler.

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Name Suggestion: Grineer Architect

Behavior:
Light armored Grineer Support unit. Among all the Grineer marines, the Architect can be described as the most intellectual one.
He has mastered many subjects, such as basic emergency medicine, genetics, bionics and battle strategies. While their presence is sure being appreciated by veterans, the

average Grineer might condemn the existence of architects, because they think, that those who are defeated by the enemy may not deserve to life anyway. Tougher enemies and increase of

Tenno activity however made it necessary for the Grineer to come up with more than  just brute force. The Architect indeed is not the fighting type. He will try to keep a

distance between himself and the enemies and will always stay close to his comrades, if possible.
During battle, the Architect has 3 duties: To heal , to fix , to motivate.

Attacks:
The standard - for self defense only - weapon of the Architect is a Kraken pistol. He will half-heartedly fire at his enemies while among his Grineer companions. For close combat he will defend himself by using his bionic arm, including the syringe attached to it and the laser scalpels on his fingers. The needle was made to pierce through Grineer armor- just for emergencies, and the injector is filled with a  high potent adrenaline-like substance, that will allow dying Grineer to continue fighting. What's good for a Grineer , however, might not be good for a Tenno: In rare cases being attacked with the injector will result in poison damage.
After all it's not his job to deal damage. What the Architect is good at however is
- Constant healing of nearby Grineer at a low rate
- Nearby Grineer who's health falls below 20% get a damage bonus of x %.
- fixing of broken ark - and door traps. (takes some time)
- building Regulators (He can only do that once)

Environment restrictions: preferable grineer tilesets, ground

Art:

85iYTDT.jpg

Edited by WEREsandrock
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