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Enemies Of The Tenno: Grineer Submissions


[DE]Megan
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Name Suggestion: Grineer Striker 


Behaviour:  Lightweight Grineer force that resigns in the front lines at all times leading the assault on the enemy. Strongly modified legs allow for fast movement towards the enemy soldiers. Always attacks within a group of various grineer soldiers, Strikers selflessness boosts movement and attack speed for nearby located grineer.  


Attacks: Firstly Strikers attend to "ram" their enemies which has a chance of knockdown. Also "ramming" allows Strikers to get into the melee range to use their sword as it is their primary weapon alongside a powerful sidearm that is used when the enemies remain at range. 


Environment restrictions:  Only attacks in groups with various grineer soldiers present.


Art or Reference Images: http://drawpelsin.deviantart.com/art/Warframe-Grineer-Striker-455062148


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EDIT: GAH my browser failed me and posted an incomplete thing. Hold on let me fix this.

 

EDIT2: Fix'd.

 

Name Suggestion: Grineer Centurion

 

Behavior: The prosecutors have failed. The Queens require a new melee commander. Donning the heavy armor akin to that of the Bombard and Napalm caste and an energy-absorbent shield specifically designed for him by Corpus arms dealers, Centurions are both lethal and strangely majestic in their form and methods. Their presence on the battlefield is a boon to all lancers, and they will follow the Centurion's orders to the bitter end.

 

- Wields a highly-advanced(see attack listing for explanation) tower shield large enough to cover him from head to toe, repeated fire from automatics or a high-damaging hit of any kind of weapon will make him loose his grip temporarily and knock his shield away, leaving him exposed.

 

- Also carries a jat kittag and will slowly try to close the distance with his shield up to use punishing melee attacks. After his guard is broken he will charge the player very quickly after recovering(sprints at the same speed as a prosecutor / guardsman) from the stun.

 

- Can coordinate with lower-leveled grineer and order them around with superior tactics, improving squad cohesion as a whole and making nearby grineer much more combat-effective.

 

Attacks:

 

Reflective Shield: While his shield is raised, it will "absorb" the first element to hit it, repeated hits of the same element or combo will further power the shield. When it has reached capacity he can use the shield to fire off a blast of the absorbed element at the player, dealing damage and inflicting the appropriate status effect. Non-elemental attacks will simply bounce off the shield. NOTE: If the shield has absorbed an element and a different element is absorbed, they will combine to create their respective combo element. Combining two combo elements results in a malfunction and the shield's absorb feature will cease functioning temporarily.

 

Kittag: Will perform various combos on the player using his jat kittag.

 

Kittag thrusters: The Centurion is capable of putting away his shield and using his jat kittag to propel himself across the room at blinding speed, uppercutting the player into the air for massive damage. Only used near death.

 

Raging Charge: When the Centurion's guard is broken he will throw caution to the wind and charge at the player without his shield raised. Will usually follow this up with a shield bash once he reaches the targeted player.

 

 

Environment restrictions: Anywhere. Arid / Frontier variants where applicable, recommended only in high-level missions.

Edited by Specineff
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Name: Grineer Dropship

Behavior: Hovers above a wide open area like Vey Hek in his first form. Always keeps facing the Tenno to rain death using its front gun. It is very well armored except its windshield and thrusters, making it an easy kill if the Tenno is focused and not intimidated by confronting a vehicle. The Tenno also has a choice to run from it by going into spaces it can't reach, where it despawns when there is no Tenno present.

 

Attacks: Uses it's front machine gun to deliver suppresive fire. It has a low bullet damage and it inaccurate but has a very fast fire rate. Also, when it arrives at the scene, it will drop four random Grineers before engaging.

 

Environment Restrictions: Only spawns in Arid, Frontier, Shipyard, & Corpus Snow Base (if occupied) tilesets where a huge open field with no ceiling is present. Spawns ony when area is in alerted state.

 

Art:

chen_zps28083ee8.png

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Name Suggestion: Grineer Shadow

 

Behavior: Stays mostly in the shadows, jumps out at the Tenno from dark corridors in attempt to rip apart the Tenno. When spotted he attempts to run from the Tenno and disappear into another dark corner. If the second attempt fails he will attack with a precise force and activate a piercing whistle that summons backup.

 

Attack: Uses a powerful nano blade, when struck with this blade it will instantly down you if unshielded the blade is a product from countless hours of research. Distance is the weakness to this enemy if fired from a distance than he will attempt to retaliate by throwing small projectiles which don't do good damage while covering lost ground. Your blade can block most of the damage however will transfer some damage through your block, can be stunned briefly when attacked.(potential abilities is a smoke bomb like ash or loki invisibility)

 

Environment Restrictions: Mostly dark corridors in Grineer ships or dark corners in some areas. (particularly shadowy locations)

 

Optional Art: Something like this but more grineer like add thicker armour the idea is a 'ninja' like unit in an attempt to make a tenno but wasn't able to.

 

Lore: They attempted to recreate the warframe but only in shape, the grineer underneath has lost all sense of self except for one thing destruction of the Tenno. He was augmented with mechanical eyes due to the implementation of warframe tech his eyes was unable to maintain a hand eye coordination unfortunatly it has sensitivity to light and is unable to dim the effects and remains in dark areas. with mostly feral reactions his mind was chipped with orokin tech to control these senses and remain disciplined but not for a very long time.

 

fe28b2428bba1131a0d7dc7275f37762.jpg
 
Notes: it has no shield just thick armor, to be consisted of grineer tech.
 
P.S. picture by Jonah Chirila
Edited by lordhalo
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Name: grineer smuggler

Behavior: a very fast moving grineer unit which can easily outrun tenno, due to their light armor. Grineer smugglers wield a single sidearm and posses sticky grenades. Grineer smugglers scavange any resources/ammo on the ground, and can utilise cloak to escape enemies or perform amushes and stealth attacks. when cloaked, they place sticky grenades onto tenno, enemies and defense objects. they also wield a machete as a suprise for those who get too close.

Abilities: cloak: grineer smugglers cloack for 5s at a time with a 6s cooldown

sticky grenade:grineer smugglers plant a sticky grenade on enemies and objectives when cloaked.

Self destruct: explode upon 3s of being killed

Environmental restrictions: spawn on any grineer tilesets, but commonly on invasion, defense, rescue and mobile defense.

Scan_20140521.png

Edited by (PS4)Tic-Tac30
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Name Suggestion: Grineer Freezer

BehaviorBlue and chilly version of Grineer Flamethrower

Attacks: Attacks by shooting Liquid Nitrogen at enemy units and freezes them while inflicting elemntal damage and lowering shields by 25% for 10 seconds.combines attacks with Grinner Flamethrower to deal blast damage.

Environment restrictions:  None

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Name Suggestion: TALOS


 


Behavior:  One of the few "succesful" blends between grineer genetics and reverse-engeineired orokin technology, the TALOS may be considered the grineer "warframe" A very rare anemy, TALOS users impose a new menace to the tenno, since they are able to replicate one random warframe ability from any party member. TALOS users may be found in little groups (2- 3 members, or one between a group of lancers, acting as a commander)


 


Attacks: 


(TALOS should be considered as a proto-warframe used by a grinner, so its stats should be a little lower than the average tenno, also, it would have the same movibility as a tenno.) 


 


melee- At melee range, TALOS will use melee abilties similar to those of the tenno, TALOS has no melee weapons, instead, the mad grineer scientists have made its fists with a super hard alloy that doubles its fists damage.


 


Range- Armed with a modded grakata (more damage) TALOS has more accuracy than the average grineer thanks to its orokin enhancement, making him a deadly marksman.


 


copy ability (or any catchy name)- When TALOS detects a tenno party, it will randomly select any warframe ability (except for ultimates, grinner scientists are not that intelligent :P) and copy to itself, using it at its advantage.


 


orokin command module- TALOS buffs any grineer unit that is in a 6m range, giving them a health boost.


 


Environment restrictions: Although rare, TALOS users may be found in any grineer environment, they have been deployed as field commanders due to their enhanced abilities, they also send a message to the tenno: their technology is no longer a mystery.


 


(Optional) Art or Reference Images: Take excalibur and make it grineer-ish, and make its fists really badass with some kind of rare metal (since excalibur was the first warframe, I bet its the most "simple" warframe in terms of technology, so the grineer were able to reverse-engieniered one)


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Name Suggestion:
Grineer Fumigator

Behavior:
Fumigators are very heavy units that prefer to stick to narrow hallways, or guard objects of importance as to make use of their corrosive gas attacks. Prolonged exposure to their own toxic fumes has warped their minds causing them to frequently laugh maniacally and attempt to spread as much toxin around an area giving little regard for the safety of their fellow Grineer who lack face masks, as the fumigators try to eliminate the Tenno scum who have infested their ships. They actively try to avoid melee confrontations using their various abilities, as melee attacks have a high chance of damaging the corrosive gas supply lines that cover their body. They are covered In high density armor plating that has been specially treated to resist Toxic, Corrosive, Gas, and Viral damage. Fumigators will tend to be at the back of squads of Grineer forces due to their reduced movement speed. Fumigators have a large gas cloud that surrounds and follows them spreading as they walk, and persists for extremely long periods of time usually disappearing due to the Fumigator's demise. Fumigators are a last resort for eliminating Tenno and are quite rare as many Grineer fear them.

Attacks:
Corrosive Gas:
The gas sprayed by the Fumigator is a special blend of toxins specialized for clinging to things. The gas persists in contacted areas for long periods of time and will cling to anything that walks through it causing it to spread further. The gas does corrosive damage over time but will weaken armor making enemies inside more vulnerable to damage.

Gas Sprayer:
Their primary weapon is a high pressure corrosive gas launcher that can propel streams of gas long distances. The initial point of impact of the gas projectile is a large cloud with a trail of gas following it from the initial firing spot. This allows the Fumigator to effectively quarantine large areas by creating walls of this gas.

Gas Vents:
Fumigators are equipped with gas vents on their shoulders and thighs through which the corrosive gas is expelled into their environment, surrounding them with a corrosive cloud and causing them to leave trails of the corrosive gas.

Gas Jets:
Due their weakness to melee attacks, Fumigators are equipped with jets on their boots that allow them to quickly dash away from an enemy while simultaneously leaving behind a toxic cloud trail.

Environmental Restrictions:
Grineer Fumigators may found in all tile sets except for Phobos, however if on Earth they could become "Cicero Fumigators".

(Optional) Art or Reference Images:
Original Sketch Idea:
RM3tF26.jpg?1
 

Edited by TheMissingCake
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Name:

Annoying Thing

or

Rollwithmeguys

 

Behavior: 

Has "Grineer Rollers" on each leg instead of feet, roll on them around fast throwing multiple latchers into tenno directly and volley some all around, tries to sneak up right behind the tenno and put a latcher on tenno's back. Does not like tight places obviously

 

Attacks:

Multiple latchers at a time and kicks/spin kicks (optionally a handgun but the first idea was without it)

 

Environmental restrictions:

nothing really(well maybe not under the skies of ceres cause its slippery)

 

Art: can't draw but i'd appreciate if someone would be so kind to do that for me

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Name:

Troller Roller

 

Behavior:
"Big Daddy" of your beloved rollers. Stunlock Tenno and has same attacks as normal roller. Each time he loses 10% of total health he explodes multiplying by two (this means: 100% - 1 Roller; 90% - 2 Rollers; 80% - 4 Rollers; 70% = 8 Rollers;....)

 

Attacks:

Multiply Explosion: multiplies by two

Stunlock: stunlock the enemy

 

Environmental restrictions:

Any Grineer tileset

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Name: Grineer Pureblood

 

Behaviour: Behaves similarly to a standard Lancer. However, other Grineer will flock to protect the Pureblood, as they a few in number, being the results of Tyl Regor's research. The Pureblood has similar health to a Commander, despite being lighter armoured, and faster.

 

Attacks: Fights with dual pistols, although if enemies get close enough, the Pureblood will pull a machete from its back and charge, delivering a knockback on par with the Shield Lancer's. Also has the ability to throw grenades or maybe latchers. The Pureblood also regenerates health.

 

Environmental Restrictions: Same as Lancers'.

Edited by Perral
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Name: Grineer SiegeBreaker

 

Behaviour: The early failed attempts to merge flesh and machinery seamlessly. Initial attempts were made to create versatile heavy infantry with the mobility to go in any terrain. Now they resemble hulking metal arachnids, five rusty legs support a heavily distorted body on top. Although they are considered experimental failures, they are still used as mobile artillery batteries capable of crawling on walls and ceilings alike. Bringing explosive munitions to the grineer arsenal, they support the frontlines both with firepower and fear.

 

Attacks:

 

Dual Brakks: When the SiegeBreaker is close enough if its enemy, it will fire a pair of brakks, one mounted on each wrist for lethal up close damage.

 

Hunter-killer Javelin: The Siegebreaker has a single cannon mounted on their shoulder for long range. In order to fire it, the unit must track on the target with a laser designator for a few seconds. However if the Javelin hits it does severe damage, proc'ing a slash status and knocking them down(Stumble if blocked), and stays jammed in the victims body for the remainder. *it takes several seconds to load a new javelin*

 

Ground slam: One of the siegebreakers legs is larger than the other, meant for a dominant movement limb, and should an enemy get too close, the siege breaker rears up and slams its leg down on the opponent, possibly impaling it.

 

Environmental Restrictions: siegebreakers can be as rare as a heavy grineer, however should the situation be dire enough they may be deployed more often. They can walk alongside normal grineer infantry but prefer a more open space to hold better vantage points

Edited by Creamydessert
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Name Suggestion: H.A.G. (Heavy Armed Grineer) 

 

Behavior:  The grineer are lacking a heavy melee unit of sorts and considering them 

being a race of crude but effective tech and mass production a simple yet effective

enemy is what I always imagine for them.


The H.A.G. as it's shortened from Heavy Armed Grineer. Is a grineer inside

of an industrial suit designed solely for increasing it's standard abilities. 

The suit is armored heavily reducing most damage aside from the opening

holding the pilot being a vulnerable point. It could either be a pilot or as

we've seen from vay hek they could just be molded into the armor of sorts. 


It's only weapon is a a large grappling arm with a function similar to a Scorpion Grineers

but with added functionality. It's behavior is simply hand to hand combat, aside from

standard punches and shockwaves it uses it's large grappling arm in a similar

fashion to the scorpion shooting it's arms out and grabbing tenno except 

it then hurls the tenno at it's fellow allies (in a similar fashion to a rag dolled

enemy hit with a bow damages an enemy it's thrown into)

 

When low on health however it goes a bit berserk increasing it's attack 

speed. And not only throw Tenno but grabs it's own Grineer hurling them at it's enemy.
 

 

 

 

Attacks:  Standard Punching

Large shockwaves.

Grappling arms leading to 3 attacks.

 

1) Grabs Tenno and hurls into nearby allies if they're in range

2) Shoots out it's grappling arm as a rocket punch with heavy ragdoll

3) Same functionality as a Scorpions in that it just draws the enemy in close for other attacks

such as the shockwave etc.

 

Environment restrictions: Industrial enemy so mainly on Grineer Shipyards and Galleons.

 

Optional Art: 

 

Crude quick sketch to give a basic idea.

http://postimg.org/image/qrpqt18pj/

 

heavy_melee_unit.jpg

 

 

 

I also suggest this because out of all the melee type enemies the Scorpion is the only one that can semi surprise me. I'm sitting there doing my thing and suddenly get yanked away from the battle and interrupted. An enemy that would yank me away from battle and then fling me at my allies interrupting them with crazy rag doll I'd find fun. The scorpions are just too weak to even be a threat so their little hookshot is pointless.

Edited by GimmeDaCloyster
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Name Suggestion: Blood Medic

 

Behavior: To reduce body decay of Grineer troops a Grineer medic was made. These Grineer Medics where rarely successful and almost all of there patients died. Through the years of their failure they have gone mad. They used their dead patients body parts to preserve themselves out of their insanity. This has proven some what successful, but their armor and skin have been scared and will always have blood stains of their dead patients.

Now the Grineer have sent these psycho paths into battle to kill those against them.

 

Attacks:

 

Healing Blood: A red wave spreads from the Blood Medic healing allies

Melee attacks: Cuts,stabs, and hits enemies with its melee weapon: Amputation

 

Weapon: The Amputation is a Grineer styled medical saw. Its blades are to small for the naked eye to see and when turned on they are super heated leaving a red glow. When used properly it can make a clean cut, but used badly it can make a horrible mess and cause agonizing pain to the victim.

 

Environmental Restrictions: Slower at healing than most Grineer units. Other than that it has lots of health and attacks faster than average butchers.

 

​Optional Art Reference: I currently don't have a image for this guy but if you can make a insane looking butcher/medic with a saw as i described and send it to me ill add it to this. thanks

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Name: Hammer Thrower

 

Behavior: These lightly armored limber melee units armed with the Jat Kittag have mastered an unorthodox acrobatic fighting style proving their competence on the battlefield. They are highly mobile and evasive and attempt to close the gap between enemies as soon as possible by sprinting, wall-running, or even leaping.

 

Attacks: If at a distance the Hammer Thrower will use a variety of acrobatic maneuvers to reach its intended target such as wall-running, sliding, and vaulting over obstacles. Very similar to what a player could do to travel quickly.

 

If at a certain distance (mid to long range) the hammer thrower with begin to spin his weapon very quickly in a circle for about 2.5 seconds (very closely resembling an actual hammer thrower) dealing damage to any enemy too close and knocking them down. After the spinning time has ended he will use the momentum to leap a great distance ending in a high-damage jump attack.

 

At close range, they will be able to utilize the moves from the Shattering Storm or Crushing Ruin stances (decided randomly upon spawn).

 

Environment restrictions: Grineer Asteroid Base and Planet-side tilesets

Edited by WittyTurtle
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Name: Engineer

 

Behaviour: Plays a support role in Grineer squads - when an enemy is approaching they quickly start placing Lightning Traps around the area.  Once they have deployed a satisfactory number to hinder the number of enemies approaching they then take a defensive position to the rear of the Grineer squad.  Once the squad begins to retreat the Engineer restarts deploying lightning traps.

 

Attacks: Deploy Lightning Traps then takes cover toward the rear of a squad and fires with a primary weapon of DE's choosing.

 

Environmental Restrictions:  Spawn in Grineer indoor tiles - given that the Lightning Traps would need a Grineer power source, something something something.

 

Appearance: They would look like a Grineer version of this:

 

CbqNwex.jpg

Edited by Thrillward
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Name Suggestion: Clem

 

Behavior: Thought to be named after a Grineer expletive, it's just what the other troops say when he approaches. Erratic, spontaneous, and disgruntled. VERY disgruntled. Made of scrapings from the bottom of the gene tube. Dodges and rolls to avoid incoming attacks. Better at dodging than shooting. Occasionally chokes on his syandana. (based on some comic i saw about some Grineer who wanted to be like tenno)

 

Attacks: Sprays 'n' prays with dual Grakata, which he calls Grataka... and occasionally nibbles on.

 

Environmental Restrictions: "Res... tric... WHA!?! GIET CLEM!!!" (Its a normal Grineer with a scarf Duh..)

 

fjdg_zpsef77aa9d.jpg

Edited by YamagataYugi
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Name sugestion: Feral Chopper

Behavior:
this unit was created originaly with the purpose to felling trees, and demolition of these and caves, on the wild forests of earth but the constant growing of those make the grinner dispose/reuse the Choppers for other type of tasks, been able to cut stone on asteroids and sealed doors welded on invaded corpus ships.
this light unit is adapted to climb and stay at high altitudes, with little to no armor attachments for being able to walk/run on walls, which make him extremely fast for running and able to perform very high jumps.
the Chopper tend to attack any enemy on the ground and is very territorial and will rush to attack anyone else on the walls or places above the ground.

Attacks:
Primary chainsaw: the Chopper make a kind of dive bomb attack falling from the roof if hits the player it apply a blurry vision or deafness (like the reduced sound during loki invisibility or banshee silence) or both or stun, depending on the mission lvl and taunt the player swinging the chainsaw over his head runing around the player (to not insta kill it), if he miss the player it will recover and attack them with the chainsaw more aggressively.
it will wall run very fast to attack a player on the wall or near it (attacking from the wall if possible)

Secondary dual knife-bombs: it is armed with explosive knives (similar to castanas) or some kind of sticky bomb and will switch to these when his life is low running to the ceiling "for cover" and attacking at distance
if its attacking a lone player it will mostly use the chainsaw but if the players are on group or if its sorrounded it will switch to throw the knife-bombs at different targets at the same time. (it has some crazy eyes it can multi-target)

Enviroment restrictions:
the Chopper is almost all the time on ceilings or high walls it will avoid the ground most of the time it may idle sitting on the wall or hung from the ceiling with his feet.it tends to hide himself if able
most common on earth and ceres. it will appear on asteroid maps (both grinner and corpus), grinner galleons and appears also on corpus ships controlled by the grinner on upper platforms (the ones on the top), basically any map with some high ceilings or high walls.

art: Alien_Assassin_concept.jpg
this is a concept for the aliens assasin from the alhpa hl2, I'm working in the images but this is quite the same face and body except the legs

this is the chainsaw made be me chaisaw_by_konron-d7jeexs.png

it take me longuer than expected and I can only post the paper sketch of the character 

proto.png

Edited by KonRon
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NAME: Gigat Speerboll

BEHAVIOR: Similar to it's counterparts, the Grineer Roller and the deploy-able Latcher, these are balls that seek out and actively try to knockdown Greedy Milk Corpus and Tenno 'Scur,' whatever that means. However, they are large enough to house a butcher or a scorpion and lo and behold; they house a butcher or a scorpion that run in the ball like gerbils to try and knockdown enemy units and Tenno 'Scur.'

ATTACKS: They have a similar attack pattern to a standard Grineer Roller. However, since these humongous balls have a light Grineer unit inside each of them, they can react more quickly then their smaller counterparts. They also have an attack of their own:

 

Gigat Piboll: The driver of the ball shifts it into overdrive. after a brief charging period, the ball launches forward, no longer under control. It hits everywhere and everything in an attempt to hit the Tenno over. If it connects, the Tenno will be sent flying. If not, every wall the ball hits deals damage to the driver.

 

ENVIRONMENTAL RESTRICTIONS: Grineer tilesets don't have much room to move around in...

 

ART REFERENCE:ball1.jpg

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Name Suggestion: (1-2 words max) Tripwire/Trapspider


Behavior:  (max 200 words)


Cloned from the genetic samples of courtesans that tended the Twin Queens these Grineer units are the picture of elegance despite their many mechanical augmentations. Moving in noble, poised strides these female Grineer are the living embodiment of lethal grace. Their limbs are replaced with augments that are used to release wires to be laid down as traps and alerting systems. The bulbs on their forearm-armor are wirelessly (ironic, I know) linked to the wires, alerting the Tripwire/Trapspider when an unsuspecting foe has tripped one of her alarms. Since they are lightly armored these units tend to stay back behind their more heavily-armored brethren, laying down razor-wire traps for Tenno closing in for melee to run into. When there isn't an alert going on, they patrol the less spacious areas of their assigned location laying down their wire traps.


 


Up close and personal, Tripwire/Trapspiders aren't as formidable, so they rely more on reinforcements quickly arriving to dispatch foes before this can happen. When pressed, they will release the wires from their fingertips or leg augments to stab and cut at melee attackers, though for minimal damage. Interestingly, they aren't the stealthiest of units as the packs on their backs make a good deal of noise and smoke from the vents used to power their augments.


 


Attacks: (max 200 words)  


Alert Wire: When unalerted in general, Tripwire/Trapspiders will lay wires down low between two fairly close walls, railings, or other objects. When a Tenno (or other enemy) moves through this fairly fragile wiring the Tripwire/Trapspider will be alerted and move on to alert the rest of the grineer troops in the area.


 


Razor Wire: Similar to Alert Wire, the Tripwire/Trapspider releases wires that attach to moderately close surfaces and stay there until triggered. These wires, however, deal damage and stagger/stun the unfortunate victim that walks through them.


 


Drag Down: Like the Scorpion's pull attack, though only dragging a Tenno to the ground rather than pulling them closer.


 


Wire Claws: In a pinch, the Tripwire/Trapspider can release their wires a controlled distance to attack in melee.


 


Environment restrictions:  Generally enclosed spaces, ships, tight corridors, air ducts


 


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


grineer_concept_hopeful_zps06a163a8.jpg


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Name:
Grineer Mauler

 

Behaviour/Description:

Commonly known as the 'Big Brother' of the Cleaver, the Mauler is a heavy Grineer wielding the Jat Kittag. Armoured like a Bombard/Napalm, but mobile like a Cleaver, the Mauler is a force to be reckoned with. Although this Grineer is not seen often, he has a tendency to command a small number of other Grineer, somewhat like a Eximus. He prefers to have some Lancers-like and some Cleaver-like Grineer with him.

 

Attacks:

After the Mauler has found it's target, he can charge towards it so that he can quickly come in contact with it.

When the Mauler is close enough, he will start hammering on his target, till either one of the parties is dead, or his target flees from melee.

Although not seen often, it appears the Mauler has a ripline that can be used to quickly get his target in melee range.

 

Area Restrictions:

Every Grineer map above lvl 20, including captured Corpus tilesets controlled by Grineer.

 

Art:

Everything is already in the game, it just needs to be implemented ;)

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Name Suggestion: The Puppeteer

 

BehaviorThe Puppeteer unit was a product of Grineer failure and hasty ingenuity. In an attempt to create a stronger soldier capable of besting the mightiest of Tenno, the Grineer instead made a mindless abomination that slaughtered anything in its path, ally or enemy. The Puppeteers were employed to wrangle the beasts and dampen their feral minds.

On the battlefield, the two function as one unit as the puppeteer acts as a shadow behind the abomination while the beast mimics the movements of the master. In combat, the puppeteer hides behind his puppet feinting Tenno gunfire as he guides the attacks of the beast. The beast, in this state, stands somewhat upright and makes calculated movements against the Tenno.

 

This changes dramatically, should a player chose to kill the puppeteer first. The abomination, free from its constraints, adopts a more bestial quadruped stance, increases in strength, and attacks any player or npc closest in range aggressively. This can be used to an advantage if players desperately need a way to clear a room of enemy units as the beast will attack other grinner while enraged. Grineer, reacting to the turncoat brute, will fire upon the beast alongside the Tenno.
 

Attacks:  The variability in attack states are meant to give the player a choice that might turn the tide of any combat or make fighting a nightmare.

 

Puppeted State: In this state, the puppet employs more defensive tactics such as shielding its vulnerable face from headshots and knocking back players that get too close to its master. If a player is casually firing upon it for a period the puppeteer will guide the beast up to the player while keeping it in a shielded position and slam down on the Tenno with both hands clenched together.

 

Rage state: The beast in this state will attack any unit closest to it and pursue the target until another unit crosses its line of sight. It will also attempt to pick up items or NPCs and fling them at the player or enemy unit (explosive barrels included). Along with the standard fair of close combat melee, while in a crowd of enemies, the beast will side sweep foes with its long ape-like arms as well as pounding the ground as AOE attacks.

 

Environment restrictions:  Spawns in open areas, but can venture into mid-size hallways and rooms. Will not pursue players in vents or other smaller areas.

(Optional) Art or Reference Images:

n50lhKD.jpg

Edited by ZeroJackdaw
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Name Suggestion: Tenische (Meaning Twitch)

 

BehaviorWhile thinly armored, the Tenische are made for flanking and sabotage missions. They are plagued with a cloning defect that prevents them from fully controlling theor motor skills, but training to hone this "defect" into a "gift" is what makes them truly special. When standing in place, their whole body twitches and contorts as their defect has created painful ticks that wrack their bodies day in and day out.

 

While they do wear a similar armor that Butchers do (with a mask), these are plastered with tubes that feed stabilizing matter into the bodies of the clones, as the ticks are literally causing their bodies to break apart faster than they should. Their hands are also lined with claws made for hanging onto walls or running across them. Unfortunately for the Grineer's attempt at making their own Tenno, the Tenische have failed miserably at this but have their own advantages.

 

Attacks: They will hide in the shadows and strike the flanks or rear of their enemies, knocking them down to aid their fellow Grineer in disposing of these enemies. When they're being attacked by a foe from the front with a melee weapon, the Tenische will have a very painful tick that will make them twitch and backflip away, throwing three electrifying darts in the process.

 

Tenische prefer to strike like assassins. As such, they do not have a very good ranged arsenal, but neophytes possess simple knives. Higher ranked can even hold swords that are sometimes imbued with an element. The most elite of the tenische are brown colored and carry grenades with them. These can sometimes be smoke grenades for a quick getaway and the smoke will stun anyone in the viscinity of the explosion for a short time.

 

 

Environment restrictions:  All tenische types: ship and asteroid tiles. Elite tenische : Grineer settlement and shipyard.

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Name Suggestion: Riot Squad

 

BehaviorFrost Eximus (will need the bubble), shield Lancers (try to prevent Tenno entering the bubble), Rollers, Kubrows, Scorpions

The squad sets up defensively trying to keep the bubble clear and prepares some special attacks. Bubble will last during the set up, there may be multiple squads to cover several lines of approach. Normal horde spawns encouraged to keep Tenno busy. Immune to a couple of spells that would break them, unless they are cast way in in the bubble.

 

Attacks: take special attacks from the G3, like the blinding(!!!), units use their normal abilities (shield bash, scorpion rip lines, knock downs) - all the riot control arsenal (don't forget the slow down effect) to assist the leader's special attack - upon setup the leaders try to hit with some kind of G3 bolts that will either:

a) shut down shooty weapons

b) shut down powers

c) drain energy and stamina

d) a combination of the above

e) drain health (slash effect or poison)

for the remainder of the mission. They'll never shut down melee weapons.

 

Environment restrictions:  Hijack, Invasion defense, last line to prevent Tenno to reach a vital target (Assassination)

 

(Optional) Art or Reference Images:

It's time to mobilize all of our potential.

Too long have the Tenno gone unpunished by ravishing public assets, assaulting the Grineer public, stealing what was carefully laboured by the Grineer community.

It's time to stand up for law and order and deliver their criminal minds to justice and reinstate order.

 

Together we shall stand and deliver the wrath of our Queens.

Prove that you've been worthy of being selected. Prove that your Strain is worthy to be preserved in the Ever Lasting Pool.

 

Edit: The Gigat Speerboll (#204) would be a fine addition to the special attacks arsenal.

Edited by catastrophy
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