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Enemies Of The Tenno: Grineer Submissions


[DE]Megan
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Name Suggestion: Grineer Bounty Hunter

Behavior:  A Bounty Hunter typically goes after one Tenno, almost always the most dangerous one. They do not follow typical Grineer tactics, and will not shy from fleeing. They will ambush and flank where possible.

Attacks: Grineer Bounty Hunters use a variety of weapons and gadgets to hinder and kill their targets. They often use stolen Corpus weapons, sometimes even Tenno weapons. They also utilize the likes of Flash Bangs and Smoke Grenades to disorient Tenno or to cover their escape. Notably, they make use of caltrops, laying them ahead of Tenno to run straight into.

Environment restrictions: Bounty Hunters chase Corpus/Grineer marked targets, or in Invasion missions, fighting for the Grineer. Uncommon spawn.

(Optional) Art or Reference Images: http://i.imgur.com/d6WBJv1.png

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Name Suggestion: Grineer Stormbolt


Behavior: Slow lumbering extremely armored and deadly in melee grineer type enemy.


Attacks: After soaking up specific amount of damage will charge at the nearest tenno at increased Grineer Scorpion-like speed, delivering quick uppercut combo and then resetting to normal walking pace (basically Fleshpound in KF, strong , durable minibosss like-enemy that punishes hallway heroes and encourages communication and teamwork to take down )


Environment restrictions: Can only spawn two/three times throughout the map, only spawns on large doorway tiles due to size restriction not fitting through small doors and pathways.


Art or Reference Images: UkSu4oL.png

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Name Suggestion: Grineer Terminator

 

Behavior: Extremely simplistic Grineer robots that move slowly and possess TONS of 'Grineer Machine' health. These are used to handle powerful but dangerous new Grineer weaponry. Moves slowly and methodically. Does not posses any senses except simple sight from eye cameras, making it very vulnerable to stealth attacks. It's volatile energy weapon, propensity for explosions and poor A.I. make it a dangerous ally, so other Grineer keep their distance, and these often spawn alone or specifically with units resistant to it's damage type.

 

Attacks: Unit carries a single large and powerful energy weapon. When it sees a Tenno or other enemy, it will charge the cannon and fire. Once it has begun charging, it will ALWAYS finish and fire directly at the target even if that means turning and shooting a wall right in front of itself or an ally that has moved into it's line of sight.

Unit should have a weak point that can be shot to make repeated small explosions that stagger the unit, in addition to a large energy charge that builds up at the barrel before firing which can be shot to make it explode and cancel the shot.

 

Environment restrictions: Yes, these are too dangerous for use on board space ships.

 

Optional Image So People Notice Me:

Not my art. Just images from google of the sort of style I'm thinking of.

 

99120110011_ImmortalsNEW02_zpsab41fc37.j

More:

cataphract_robot_with_firestorm_cannon_b

 

review_htendo_large_zps8623943c.jpg

Edited by VKhaun
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Name: Hunter Elite

Behavior: It is not the most intelligent, but it is the most effective. Run fast to his enemy, has a armor resistant to impact damage. Appear in groups of two or three, the only objective is find and neutralize the enemy quickly as possible.It has two electric nodes on the side of his body and two poison dart guns on the front.

Attacks: Being at a medium/close distance, it load 3 seconds and release continuous electricity like the Arc Traps, but the duration is 8 seconds and reload .if unable to get close to the opponent, shoots 3 poison darts every 7 seconds.

Envirvorment restrictions: None.

Reference images:

Na_Fal___Spider___Drone_by_Daemoria.jpg

 
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Name: Grineer Commando

 

Behavior: Commandos are opportunist enemies, waiting for the perfect moment to strike against their target.  Using a special suit of armour, they can hide themselves in a cloak of invisibility for short periods of time. They pair up with other commandos, focusing on a single target.  They engage in short range firefights, using machine pistols or other handguns, swapping for a molecular-edged knife for close combat.  Mobility is key, so they keep moving, jumping and dodging around tenno attacks.  If they are within an inch of their life, they can teleport away and cloak, waiting again to strike when least expected.

 

Attacks:  Basic attacks include attacking with their handgun and slashing quickly with their combat knife.  If the Tenno has their back to them, they can perform a similar ability to bladestorm, where they teleport to their target's back and deal massive slash damage.  They also have a dash ability, where they made long strides and jump up and onto their target, knocking them to the ground.

 

Enviromental Restrictions: None.

 

Optional Art:

grineer_commando_by_blazbaros-d7im96g.pn

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Name: royal commando

 

Behavior:They are best of the Best Grineer they will use cover,have sheilding,armor as well,They were send by the queens 

To defend or attack,they are hunters keeping a eye out so they have a better detiction radius then most grineer and are resistant

to stagger

 

Attacks: Grenade throw,cover swap(they will rush to cover at a fast speed),Tacical charge(they will try to charge there enemy 

doing impact damage and will knock you down),excution(any AI enemies under 20% hp and 0 sheilds will be shot in the leg then 

shot in the head to finish them off)

 

Restickions:They are few in numbers so level 30s or above,25 wave/minute for D and S,they will appar on all grineer planets but 

Earth,meacuray,and certain missions in mars 

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Name Suggestion: Pangolin

 

Behavior:  Rolls up into a ball, like a roller (but larger), patrolling areas rolling around.  When alerted, they act as a rapid response unit (like a droideka from Star Wars), rolling in extremely fast (much faster than a normal roller), with such speed that they can even wallrun (wallroll?).  Use the armor plating on their backs as defensive measures to shrug off damage, and their ability to roll away to evade fire and retreat if necessary.

 

Attacks:  After rolling to their target, they un-ball mid-air and deploy wing-like chainsaws that they use to try and cut down their enemies with.  (After completing a strafe they should slide to a halt, giving an opportunity to attack them safely)  After turning back around, they would continue to strafe/joust, or roll up to gain ground on their target.  If it doesn't have enough space, or you are too close for it to get enough speed to launch itself at you the pangolin can ball up and spin in place (like Sonic the hedgehog) and deploy it's chainsaws while balled as a form of stronger attack due to it's positional disadvantage.

 

Environment Restrictions: Anywhere.

 

Art:

P6qePUQ.jpg

In the top right paragraph, I meant knock around, not down.

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Name: Mobile Cloning Engineer or Cloning Technician

Behavior:

The Mobile Cloning Engineer is a battlefield technician employed to augment the Grineer’s greatest strength, their numbers! The Engineer carries on its back a compact cloning platform capable of turning one Grineer soldier into two. Recent breakthroughs in Grineer cloning technology has led to the creation of this portable cloning platform, however, it is not yet capable of producing viable, long term soldiers. The clones produced will be just a strong as their original counterpart, but will decay over time, losing accuracy and health until completely breaking down. Since clone longevity is not a priority, emphasis was placed on the speed in which clones could be produced in the hopes of swarming Tenno with overwhelming numbers. On the battlefield the Cloning Technician will seek out an area of cover to hide in and deploy his cloning platform. He will then summon closest Grineer soldier onto his platform and begin pumping out clones. Should a different unit approach the Engineer he may decide (by rng) to replace his original subject with this new soldier. Stronger units require more time to clone.

Attacks:

The Mobile Cloning Engineer is equipped with a pair of Twin Gremlins, which he mainly uses in the construction and maintenance of his cloning facility, but is trained to use them for protection if necessary. But the operation of a mobile cloning platform requires complete concentration, so once he deploys his platform and begins cloning he will be unable to fire. That is why he is trained to seek out hidden areas of the battlefield or places of high cover. However, the facility is not without one final line of defense. Should a Tenno approach within a close proximity of the cloning platform, or its operator is killed, it is rigged to explode, dealing massive damage, rather than allowing the Tenno to acquire their cloning technology

Environmental Restrictions:

This unit is often deployed on Defense and Survival missions, since they know they will require large numbers of soldiers. 

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Name Suggestion: Gunslinger

 

Behavior: A fast and lethal assailant, the Grineer Gunslinger has a penchant for teleporting, much like Captain Vor. They attempt to stay out of sight once discovered and attack when the moment presents itself, preying on weakened Tenno to finish them off. They may teleport towards their target for a 'cheap shot', or away from danger.

 

Attacks: The Gunslingers are armed with either a Grinlok lever-action rifle or sawed-off Marelok pistol, the former being more accurate and likely to cause a crippling status effect, while those with the Marelok can inflict more raw damage at once. A Tenno who comes too close may find the buttstock of the Grinlok, or barrel of the Marelok, being smashed against their head.

 

Environmental Restrictions: Gunslingers are fairly common in the arid locales featured on Phobos, but are deployed across the system.

 

Reference Pictures: 

cyborg_gunslinger_by_darkmatteria-d5i9kk

Curse my inability to draw, but darkmatteria has presented an excellent style in this piece that I think ties together the western aesthetic of the Grinlok rifle with the more prevalent, overarching Grineer space-militarism theme.

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Name: Terror Trooper

 

 

Behavior: The Terror Trooper is the follow up to Vay Hek's Grustrag Three program. Mechanically-enhanced super-soldiers designed to crush the Tenno, the Terror Troopers utilize unconventional warfare for which the Tenno are ill-equipped. The Terror Trooper is entirely resistant to toxic, fire and electric damage, but temporarily immobilized by magnetic and ice abilities. After recovering from them, he can channel them to magnetically pull Tenno to himself, or shoot liquid nitrogen, freezing the Tenno for 20 sec (Melee channel will free Tenno). Attempted fire damage can be converted into a flame thrower with the force of a fire hose. The Terror Trooper emits a mustard gas-type cloud around itself with a wide AoE. The gas cloud is highly corrosive and toxic, circumventing shields to weaken armor and health. The gas cloud can be dispersed by Frost's avalanche, but fire and electricity ignite and charge the cloud, respectively, resulting in compounded damage to the already weakening Tenno. Toxic damage strengthens the gas cloud. Zephyr's tornadoes spread the gas across the battlefield. Hydroid's barrage turns into acid rain that hurt the Tenno. Cannot be mind-controlled or knocked down. Resistant to radial blind, slash/impact damage, stealth attacks.

 

 

Attacks: The Terror Trooper relies primarily on frenzied melee attacks with extremely high slash, toxic, blast, and corrosive damage. At a distance, the Terror Trooper will either shoot a tactical nuclear cap, a mustard gas cap, or a biological cap (these can be different variants), and subsequently zoom closer to the target (a la slash dash). The nuclear cap carries high blast and radiation damage with significant knock down effect (basically a mini-nuke), and the biological cap devastatingly infects the Tenno with a modified strand of the Infested virus, immobilizing body parts with each successive attack (starting with the left arm). The Terror Trooper also periodically slams the ground (a la Heavy Gunner), emitting a mustard gas wave (with incredibly wide AoE) similar to Ember’s Fire Blast.

 

 

Environment restrictions: Higher level enemy that’s found on all Grineer-held worlds, and also in Corpus-supporting Grineer-Corpus Invasion missions.

 

 

Optional Art: (first image is not mine, reference for material look of armor)

 

 

 

4JCN5R1.jpgZOaKHDO.jpg

YoL1m6N.jpg

Edited by dereklake
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Name: Shadow Lancer

 

Behavior: The Shadow Lancer is an elite Grineer trooper (like Marvel’s Hydra) utilizing armor designed from scavenged Tenno warframes. They frequently cloak (cue flickering lights) and maneuver/envelope their prey. Like the warframe's melee-channeling ability, they channel energy into their specially-designed EX series weapons, which use energy orbs instead of regular primary/secondary ammo. The EX weaponry deal out damage comparable to that of the arc traps after sustained fire, the first shots being relatively weak, and being at max damage after several shots (arc trap damage), a sort of wind up damage instead of fire rate. They steal the energy of Tenno when they are close. Movement pattern is like that of the Stalker. Parries most gun attacks to his front. Does not take damage from powers, only slowed down. Standard health and shields, high armor, highly resistant to slash and puncture damage, immune to elemental damage, as well as to damage from energy weapons, absorbing the energy/electric hit and increasing the damage of his weapons. Only affected by abilities that slow the enemy down, immune to the damage caused by them and to any other ability except mind control or confusion (including decoy-type) abilities. Has armored pet Kubrow.

 

Attacks: Uses the plasma-based Grakata EX when far away, the Brakk EX when in medium range, and the Dual Cleavers EX when in melee range (impact from weapons reduce player energy, vaporize AI enemies). Hits from Grakata EX and Brakk EX reduce player energy (deal melee channel damage when/if used by players). He rarely runs exposed to decrease distance to his enemy, preferring to cloak while he moves closer (is not mind controlled or confused while cloaked); he does not attack while cloaked. Blinds players and then steals energy from players (Swirling Tiger stealth attack animation), making the Shadow Lancer's strikes deal more damage. Uses the Swirling Tiger stance+animations. Occasionally throws down energy-sapping Proximity Mines, energy depleting arc traps (as opposed to electrical damage) that steal energy from Tenno and other enemies. Proximity Mines can be destroyed just like arc traps. Mines stick to floors and walls. Counters certain warframe abilities, like Excalibur's slash dash (knockdown), Ash's blade storm (knockdown), or Trinity's Link (counter-Links). Absorbs certain warframe abilities like M. Prime (although it is slowed down by it), increasing the damage of his weapons.

 

Environmental Restrictions: Only on Phobos, Uranus, Ceres, Invasion missions, Interception, and Grineer Defense missions wave 15+.

 

Optional Art:

 

 

jek6.png

Edited by AntoineFlemming
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Grineer Luchadore:
 
Lore: Don't let the lack of armor fool you, as one of the prime Grineer Genetic molds, these hulking individuals boasts several traits lost by the Grineer in subsequent cloning generations, such as biological immortality (no genetic deterioration), brute strength, unyielding vigor and skin as tough as ferrite! Because of the means of replicating these warriors were lost, they were relegated into the twin Queen's guard. However, because of the current dire circumstances gripping the empire, these men once more enter the field. 
 
Behavior: 
-Runs ahead of a Grineer Platoon
-Glows red if about to do a Grappling Attack
-Rushes Tenno immediately upon seeing Tenno. Even pushing other units out of his way.
 
Attacks:
-Melee Combo - a three hit combo using heavy impact damage
-Rocket Fist - winds up their punch like the Grineer Powerfist which causes heavy critical damage if it connects. Even while blocking
-Charge - they rush the Tenno with one arm stretched out sidewards aimed at the Tenno, trying to do a clothesline.
-Grappling Attacks - When they are about to perform this, they glow red. These attacks vary on this unit's position to targeted Tenno. These cannot be blocked, but can be dodged. After the combo, they toss the Tenno aside. The following below are the moves:
-Front: The haul the Tenno onto their shoulders and do a piledriver
-Side: Spreads the Tenno across their back, leaps high into the air and drives down.
-Back: They grab the Tenno by the stomach and does a rocket-boosted German Suplex.
-Below: They pull the Tenno out of mid-air and gripping the Tenno's leg like a club, they start smashing the ground twice and tosses them aside.

 

Optional Art:

 

GrineerLuchadore_zpsa977ed99.jpg

Edited by El_Hue_Hue
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Awwww, man I totally had one named for the Corpus too!!!! His name would of been Morpheus and no not due to the Matrix :P, but an enemy who takes one glimpse at any Warframe he desires and transforms but is twice better. He was an experiment that Corpus perfected. He can also use his own body to form any weapon created by Tenno, Corpus and Grineer. This guy is a standalone warrior who requires no one else help. I guess his only weakness would be Fire damage. He goes after Tenno's who are left behind the pack or way too slow. A reference that would look close to this guy but more Corpus:

http://www.wall321.com/download/view?resolution=1280x1024&file=NTAzMHg3NTI2LzIwMTIwNDAzL3R3ZWx2ZSBhcnR3b3JrIHN0cmVldCBmaWdodGVyIGlpaSAzcmQgc3RyaWtlIG9ubGluZSBlZGl0aW9uIDUwMzB4NzUyNiB3YWxscGFwZXJfd3d3LndhbGxwYXBlcnRvLmNvbV81LmpwZw==&name=dHdlbHZlX2FydHdvcmtfc3RyZWV0X2ZpZ2h0ZXJfaWlpXzNyZF9zdHJpa2Vfb25saW5lX2VkaXRpb25fNTAzMHg3NTI2X3dhbGxwYXBlcg==

 

 

But....that will just remain a wasteful dream.... T.T

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Name: Grineer Frontiersman

 

Behavior: Open air planets/moons like Phobos, Earth, and Ceres have special expedition groups known as Frontiersmen. They are typically found in squads of 4 with 1 accompanying domesticated armored Kubrow. They travel reasonably close to each other due to a close knit squad mentality and often go out ‘hunting’ (they keep plenty of their finds as trophies to decorate their armor). They are specially trained, augmented and equipped for tougher expeditions and missions; this makes them an extra threat to Tenno: having strong shields and a plethora of special equipment and powers. In combat, they spread out according to class: some are long range combat specialists and others keep up close and aggressive. The Kubrow in the squad is also an important combat asset. [Note: On nodes where the Corpus have annexed Grineer territory, they can often be seen as “Raiders” fighting the Corpus]

 

Attacks/Abilities:

Drop Shield- In a firefight, they can drop an energy shield similar to Volt’s Shield. It can be broken in segments due to its ‘hard-light’ hexagonal structure.

 

Electric Bola- A Frontiersman can single out a Tenno and throw an electrically charged bola weapon that wraps itself around the Tenno’s neck, shocking them and keeping their shields from recharging. It can be dodged if the attack is seen early enough. If it is stuck, a well timed roll will release it.

 

Knife Rush- In a last effort to kill or when a Tenno gets too close, a Frontiersman can run at an increased speed towards the Tenno with their “Venator” hunting knife (while doing so, they can dodge very fast). Looks like an equivalent to channeling and deals very high slash damage with high bleed proc.

 

Kubrow- These domesticated monstrosities are genetically mutated for the highest durability and aggression. They can knock down a Tenno with their tusks and get them down for a finisher. They can also perform a roar that changes all wildlife in the vicinity to be aggressive to Tenno only (wears off when Kubrow is killed).

 

Environment Restrictions: Seen on all Grineer owned/annexed open air regions: Ceres, Phobos, Earth or even on annexed Corpus Outposts. 

 

EDIT: 5/18/2014 - Added more weapons to the Weapon List

 

ART: Attacks/Abilities are also listed. Second picture is of Equipment and Alternate weaponry- [HYDRA and LAMIA concepts belong to Vaskadar!]

LQrqYbz.jpg

OHP9jYq.jpg

Edited by LoveYourEnemy
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Name Suggestion: Grineer Claymore

 

BehaviorThe female Grineer Claymore is an aggressive melee, heavy unit that makes use of a two-handed sword. When spawned, she closes the distance to the nearest Tenno and remains in swing range, drawing fire and attention while smaller Grineer give her support fire. She is best used in conjunction with large groups of Grineer, as she provided a debilitating and hard-to-kill distraction.

 

Attacks: The Knight charges into close combat, knocking down anyone in front of her, before following up with a devastating finisher, thrusting her two-handed sword into the ground. This can be dodged, but she is far faster than her size suggests. She uses wide swings to hit anyone in melee range, relying on her high armour and health. She has no ranged capacities, relying on her deceptive speed and long reach to stay in sword range.

 

Environment restrictions:  None, but is more dangerous in tight spaces.

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Name Suggestion:  Huntress

 

Behavior: similar to balista however more likely to be alone and more mid ranged 

 

Attacks: Makes use of a bow for primary attacks but also makes use of a machete when enemies  get close enough 

 

Environment restrictions: Only spawn in dense forest and arid deserts 

 

Optional Art:

ranger_by_shiramune-d36bft0.jpg

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Name Suggestion: Rocketeer

 

Behavior: The Rocketeer is a Heavy Grineer soldier armed with a Jat Kittag. Rocketeers are known to be single-minded and reckless, even tossing aside any light or medium-armored units between themselves and a foe during a battlecharge.

Once alerted, the Rocketeer can attempt to block bullets so long as it is not performing any melee attacks.

 

Attacks: Attacks exclusively in melee combat with its Jat Kittag, using Crushing Ruin stance-esque attacks. Performing the spinning technique in Shattered Village will cause the Rocketeer to deal high damage to both friends and foes alike (and it WILL perform Shattered Village so long as its target is out of range but within line of sight). Light or Medium Grineer units hit by the spinning charge will be ragdolled, and it will inflict knockback and knockdown on Tenno as well.

The Rocketeer can also use an incredibly powerful attack when a Tenno is within melee range, jumping in the air and using the rocket on the Jat Kittag to perform two vertical spins before slamming the hammer into the ground (and bouncing off onto its feet), releasing a concentrated version of the radial blast employed by other heavy Grineer units: half as wide, several times more deadly. The Tenno can attempt to dodge this by strafing during the Rocketeer's jump, but the Rocketeer can still gain forward momentum at any point while spinning.

The Rocketeer can deflect bullets and melee swings during either of its spin attacks, making said attacks virtually uninterruptable.

 

Environment Restrictions: None; the Rocketeer adapts to any battlefield. Less-frequently deployed in closed spaces though, due to their friendly fire habits.

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Name Suggestion: Grineer Sapper

Behavior: While not on alert, Sappers will patrol halls with no less than two Lancers guarding them. They will inspect various traps and any damage trap will set the Lancers on alert looking for the saboteur while the Sapper repairs it. If the Lancer do not locate those reponsible for destroying the trap after the Sapper repairs it (about 30 seconds) they will continue on their patrol.

Attacks: The Sapper avoid direct combat whenever possible, instead he relies on his traps deploying explosive mines, the infamous Arc Traps, and even ice traps to slow down enemy assault. When taking fire they will fall back into cover and throw grenades or use traps.

Environment restrictions:  None. However, they are well known to deploy behind enemy lines during Invasions in order to limit the enemy's mobility and set up nasty little surprises for them.

(Optional) Art or Reference Images: N/A

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Name:Grineer quaker

 

behavior: agressively seeks out the player and alerts other fellow Gineer near by

 

Attacks: shoots a blast out air or sound that knocks down and damage, tenno from a far range also able to disrupt shield and energy flow

 

Environment restrictions: None 

 

concept:

air-vortex-cannon-bbc,O-D-252301-13.jpg

http://media.bestofmicro.com/air-vortex-cannon-bbc,O-D-252301-13.jpg

Edited by elgle2000
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Name Suggestion: [Grineer] Battlemech

 

Behavior: Heavy and slow-moving, the Battlemech is driven by a Grineer Operator, also a new enemy. When the Battlemech sustains enough damage, the Operator will get out of the mech and flee before it detonates. The Battlemech's cockpit is protected by a form of reinforced glass that can be individually destroyed, exposing the Operator to damage(similar mechanic to the corpus helmets). If the operator is killed inside the Battlemech, it will also self-destruct as a built-in security protocol. The Battlemech walks in a lumbering, swaying side-to-side movement and the cockpit glass will only take up a small portion of the mech so that it's more challenging to break the glass and kill the operator. This will make sure that both methods of taking out the mech are valid.

 

Attacks: Both arms of the Battlemech are equipped with heavy machine guns that rip apart any enemy in the open, making them very effective in suppressing enemies and encouraging the player to utilize cover. Each arm can fire upon separate targets or both can focus on an individual. When the Battlemech takes enough damage, or the operator is killed, it becomes immobilized and will activate a timed detonation with a massive blast radius. It can also use its arms to knock down targets and/or crush them with a stomp of its foot for those who get too close.

 

Environment restrictions: They cannot walk through small doorways and are found on tilesets with large, open environments, such as Earth, Phobos, Ceres.

 

Reference Images: (Relative to these images, the Battlemech will be smaller and have a fully enclosed cockpit to protect the operator)

APU_Color_01_big.jpg2647_src_matrixAPU13.jpg138435.jpg

Edited by Telapoopy
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Name: Tantibus (nightmare in Latin)

 

Back-story: After the failure of the Zanuka project and Alad V's assassination Frohd Bek has sold the schematics and blueprints that are related to the project to the Grineer. As a result Doctor Tengus (the one who created the The Grustrag Three and changed Vay Hek's total appearance) has created a new series of elite troops specialized in fighting Tenno with their own tech.

 

Behavior: The Tantibus come in different shapes and colors, each representing the Warframe from which their tech came from. The share some familiarity with the Warframes used by the Tenno. Usualy found in Grineer tile-sets as the high guardians of "peace" and "order" they will strike terror upon any foe. They are much more awareness to Tenno presence and will be harder to take out stealthily. They are agile and nimble. Upon seeing the Tenno they will start their attack relentlessly. Due to their tremendous self-honor and self-respect they will try to go tow-to-tow with the Tenno pretty much on equal footing. They act as the commanding officer in charge of a certain area, meaning that there is a limited number of those in every mission (up-to 4 at most).

 

Attacks: Due to the fact that they use Warframe related tech they can and will utilize Warframe abilities (except the ultimate ability). The abilities will be in direct corolation to the Warframe from which their tech came from. Other then that they come with full Grineer weapon load-outs (for example: Karak, Kraken, Amphis). They will preform similarly to the stalker yet much weaker then he is. Upon getting in a certain range radius they will switch between weapons for better combat capability (for example: 30m range- Karak, 15m range- Kraken, 3-2 meter range- Amphis).

 

Environmental Restrictions: They are found on "end-game" Grineer planets that have elite lancers insted of the ordenery ones. Their level is calculated by the max level value at a specific mission +10. As said before they are limited to 4 troops per mission.

 

Description/reference: They are a sort of Tenno-Grineer hybrid with some Doctor Tengus trademark as seen with The Grustrag Three or Vay Hek.

 

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Name:

Grustrag Crow

 

Behavior:

Being Tennos reconditioned by Dr. Tengus in the Grustrag Reconditioning Facility, the Crows have become a powerful addition to the Grineer ranks. Due to the treatment, their connection to the Void has been severed, leaving them without their Warframe abilities.

An agile enemy, the Crows hunt their target while avoiding most attacks.

 

Attacks:

-Restraining Armor - the Crows are bound in special armor, preventing them from attacking Grineer soldiers; when destroyed, they go Berserk

-Fixate - once a Tenno enters their range, the Crow fixates on him, ignoring all other targets until the Tenno distances himself from the Crow... or either one dies

-Rending Claws - the Crows wield a pair of clawed gauntlets, unleashing a flurry of attacks

-Berserk - gains increased damage and speed, but becomes hostile to Grineer and Tenno alike

 

Environment restrictions:

The Crows spawn on high level missions only if one of the players has defeated the Grustrag Three.

 

Art:

A Tenno with a Grustrag faceplate

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Name Suggestion: Grineer Privateer

 

Behavior: Contrary to standard guerrilla tactics of the Grineer, these units will rush the players head first, and be quick about it as well. They will make leaps and bounds to get within range of the tenno, then either use fast thrusting or slashing attacks when in melee range, or using heavy hitting firearms when at a distance. They will jump around and stay very mobile, making sure to not only never take cover, but also to never stop moving unless they are attacking directly. The Privateer also possesses a scorpion wire, with which it may latch onto players to launch itself towards in an effort to flying kick the player in their arrogant face. These units are very fast, very strong, but lack significant pools of HP and armor to hide behind. Players without hitscan weapons will find themselves forced to duel the Privateers with melee or at close range.

 

Attacks:

 

Breach: The Privateer leaps onto a wall or ledge and vaults towards the player before attempting to slash the player with their weapon. Once the Privateer lands, there is a brief delay before the Privateer leaps off again, or continues to duel the player. Deals heavy damage.

 

Brandish: The Privateer assumes a defensive stance with their melee weapon, ready to deflect any melee attacks the player may throw their way. Can block up to three attacks before the Privateer counter attacks. 

 

Blast: The Privateer raises its firearm and fires, dealing moderate damage to the target. Low accuracy at long ranges, but deadly accurate and potent at short.

 

Bolt: The Privateer fires a shoulder mounted scorpion wire at a player, briefly stunning them and yanking the Privateer towards the target. If the player does not dodge, jump, or otherwise obstruct the oncoming Privateer, the Privateer will then slam their foot into the player's face, dealing heavy damage, as well as knocking the player to the floor. 

 

Bury: The Privateer performs a one-two combo with their cutlass and pistol, dealing heavy damage to unaware or unprepared players over three consecutive strikes. 

 

 

Environment restrictions:  No environment restrictions, however areas with a distinct lack of cover or terrain will make their assault quite vicious.

 

Art or Reference Images:

 

Note: Male and female variants possible.

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Edited by astrobird
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Name: battle station

 

Behaviour:  armed: slow attack platform that will give covering fire to other troops, but is capable of attacking alone. In addition while in armed state several armoured plates will protrude from its legs protecting its vulnerable core. Mobile: fast armoured ball that will roll away from enemy threats.

 

Attacks: this unit is equipped with several pieces of new hardware including two customized vipers, an experimental artillery cannon, 4 search probes, heavily reinforced armour, and a stolen prototype A.I.

 

It’s vipers sport a high RoF and stager proc but lacks in damage and accuracy, while it’s artillery cannon has an extraordinary amount of elemental (fire and corrosive) proc, high damage, and pinpoint accuracy but has an excruciatingly low RoF and the bullets are slow and heavy.

 

The search probes fly 10 meters away from the battle station and have a scan radius of 5m and can detect invisible units while in the air otherwise they just act as a 360o sensor array. The reinforced armour situate on its legs make them impervious to damage, but the core of the battle station has low armour and health

 

Environment restrictions: only spawns in large/open rooms

 

Images: TBA

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possible spawning methods:

 

one of these mechs should deffinitely be able to burst through walls as a form of entrance

 

some could be in fluid-filled stasis capsules

 

some could blast in through windows - unnafected by the vacuum produced - causing mass havoc and introducing another reason to hack that pannel quickly

 

ventilation shafts and floor pannels

 

charging at tenno whilst pushing other grineer out of the way (possibly knocking them over)

 

spidermechs could climb down from the ceiling/walls

 

using the grappling hook to pull themselfes towards tenno, like a grapple-propelled flying kick

 

rocket assisted running

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