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[Warframe Concept] Havoc - The War Engine [w/ Concept Art]


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Update: Finally got around to doing an actual update, Scrap mechanic has been updated so it functions more passively and isn't a hassle. The ways that abilities use scrap has been updated. Third ability has been changed and added some stats. Imgur linked artwork seems to be properly working again now.

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On 2017-10-10 at 6:54 PM, (PS4)warhero229 said:

Version 6.9f

Codex Entry:
Fools, all of them. A blade against our enemies? No. Not him. Not mine. If the council will not give him the weapons to win this war, I will. He will fight as a soldier. Scarred and changed, he returned to us, but he will fight. He will destroy. Everything.

 

Been working on this for a while. Let me know of any improvements or changes that could be made in your opinion. Ability icons are of course works in progress and limited by my own unimpressive digital art skill. Concept art is a commissioned piece by DeviantArtist Loone-Wolf.

 

Full Lore:

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The original Havoc returned from the void to his father, Vozin, a great inventor that devised the latest means of warfare against the sentients. When the Orokin High Council began experimenting on the Tenno and training them with archaic melee weapons, Vozin was outraged that they would throw aside his life's work in favor of these primitive tools. He hid his son away from them and built a new frame, one that made use of all his greatest instruments of war. Excalibur may have been the first of the council's creations, but Havoc followed closely on his heels. Every improvement and new technique taught to Excalibur meant new weapons and destructive power added to Havoc. As Excalibur's Blade proved more effective against the sentients than he thought possible, Vozin descended into madness in his hunt for the perfect war machine. Havoc was no longer his son in his eyes; he was a means to prove that ranged weaponry was superior to martial combat. On the day the Tenno were honored for their victory against the sentients, and turned on the Orokin, Vozin fled, leaving behind Havoc. The warframe lay buried in the overgrown forests of earth. The fate of it's original operator is unknown. Vozin's abandoned technology and data were eventually uncovered by a corpus official named Frohd Bek, who became obsessed with studying it and continuing the mad search for the perfect instrument of war.

This is Havoc. The Destroyer. 

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Stats (at max rank):

Health: 150
Shield: 225
Armor: 175
Power: 150
Sprint: 0.90

Exalted Weapons

Twin Tempra: Twin wrist-mounted submachine guns. They can be modded using secondary mods. Stats Work-in-Progress:

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MiniMapModType: Dual Pistols
Trigger Type: Auto
Noise Level: Alarming
Fire Rate: 15
Accuracy: 22.5
Magazine Size: 75
Reload Time: 1.5
Impact bImpact: 5.5
Puncture bPuncture: 15.5
Slash bSlash: 9.0
Total Damage: 30.0
Crit Chance: 12%
Crit Multiplier: 1.8x
Status Chance: 33%

Grimex: Havoc's shoulder-mounted heavy machine gun. It can be modded using primary (rifle) mods. Stats Work-in-Progress:

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MiniMapModType: Rifle
Trigger Type: Auto
Noise Level: Alarming
Fire Rate: 10.0
Accuracy: 25.0
Magazine Size: 100
Reload Time: 2.0
Impact b Impact: 7.50
Puncture b Puncture: 14.0
Slash b Slash: 18.50
Total Damage:40.0
Crit Chance: 27%
Crit Multiplier: 2.3x
Status Chance: 14%

 

 

Passive

Fortified: Havoc's armor rating, including modding and any bonuses given by ally abilities or other sources, applies to his shields.

 

Unique Mechanics

Heat Meter: As Havoc deals damage to enemies, he builds up his heat meter, giving bonuses to his guns and some abilities. The heat meter decays over time.
 -Level 1: +10% fire rate
 -‎Level 2: +20% fire rate, +10% damage, +20% heat damage, +10% status chance, 25% rounds fired refunded as ammo to Havoc and allies
 -‎Level 3: +30% fire rate, +25% damage, +20% heat damage, +20% status chance, 50% rounds fired refunded as ammo to Havoc and allies

Scrap Count: Havoc generates Scrap as he fires his weapons by collecting the spent ammo. Firing 1% of your weapon's total unmodded ammo capacity generates 1 Scrap. Certain abilities can use Scrap to enhance their effects. Currently held Scrap gives reduced Heat Meter decay, but also reduces the rate at which it increases. Scrap is capped at 250 and does not decay over time. It is automatically collected and does not need need to be picked up.

Abilities

 

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(1) Overheat: Havoc pushes his weapon systems beyond their limits. All primary and secondary guns for Havoc and his allies recieve instant reloads for a short time, and the Heat Meter is supercharged before being forcefully vented.

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Effect: For the ability's duration, the primary and secondary guns of Havoc and his allies will instantly reload. Level 4 on the heat meter will be unlocked for the duration, giving increased bonuses to weapons. Upon the ability ending, all built-up heat meter will be vented, resetting it to 0, and dealing heat procs to nearby enemies.

Cost: 25 + Heat Meter level 1 or higher

Duration: 5 seconds

Range: 12 meters

Heat Meter Interaction:

  • Requires at least Heat Meter level 1 in order to cast.
  • The Heat Meter level at the time of cast affects the duration of the ability. 5 seconds at level 1, 8 seconds at level 2, and 12 seconds at level 3.
  • Level 4 on the Heat Meter is unlocked for Overheat's duration.
  • Heat Meter bonus effects, except for ammo refunds, are multiplied according to current Heat Meter level. x2 at level 1, x3 at level 2, x4 at level 3, and x5 at level 4.

Scrap Metal Interaction:

  • Enemies killed by Havoc's guns while Overheat is active will drop Scrap Metal.

Details:

  • Bows recieve +50% fire rate in place of instant reloads.
  • No reload animation will be played, the magazine will simply refill as soon as it empties.
  • Cannot be recast while ongoing.
  • Allies cannot receive the effects of Overheat by entering the cast radius when the ability is already ongoing. Allies who have received the effects can leave the cast radius without losing the effects.
  • When Overheat's duration ends, all heat meter currently built up is vented out, resetting it.
  • If the Heat Meter is at level 4 when Overheat's duration ends, the intense heat being vented will inflict guaranteed heat procs to all enemies within 8 meters.
  • If Havoc's Scrap count is above 75, then Havoc will receive a heat proc himself but his Heat Meter will be reduced to level 2 instead of reset.

Modding:

  • Duration: Affects the duration of the ability.
  • Range: Affects the range at which allies can receive the effects of Overheat when Havoc initially casts it, as well as the radius of the heat proc when venting.
  • Efficiency: Affects the casting cost
  • Strength: Does not affect this ability.

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(2) Lock: Havoc engages an advanced weapons targeting HUD with suppression and missile capabilities.

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Effect: Enemies within the cone of effect will be locked onto after a brief lock-on time. Locked enemies will be marked on-screen and on mini-map for Havoc and his squadmates. Enemies will remain locked upon leaving the cone of effect for a short time. The lock duration of an enemy will be refreshed if it re-enters the cone. Damage dealt to Locked enemies contributes to Havoc's Heat Meter at twice the normal rate. Damaging a Locked enemy will also inflict them with the "Suppressed" debuff, reducing their ranged accuracy and movement speed. Holding the ability will immobilize Havoc and continuously fire missiles at Locked targets for the entire duration that the ability is held, draining Scrap.

Cost: 25

Cost per second: 2

Range: 20 meters, 60° cone

Lock-On Time: 2 seconds

Lock-On Duration: 8 seconds

Total Marked Targets: 30

Missiles Fired per Second:

Missile Damage (each): ?

Heat Meter Interaction:

  • Damage dealt to Locked enemies builds Heat Meter at twice the normal rate

Scrap Metal Interaction:

  • Missiles will be forged using 5 Scrap per missile

Details:

  • "Suppressed" debuff lowers accuracy by 75% and movement speed by 25%
  • "Suppressed" debuff refreshed by additional hits
  • Enemies hit by missiles suffer a 50% permanent armor reduction.
  • Missile targeting will attempt to evenly distribute damage to each enemy, meaning it will not fire a second missile at the same target until all targets have been hit by at least one shot.

Modding:

  • Duration: Affects cost per second and Lock-on duration
  • Range: Affects cone distance, but not width
  • Efficiency: Affects initial cost and cost per second
  • Strength: Affects lock-on time and missile damage

 

(3) Reforge: Havoc drains his Heat Meter and Scrap count to generate ammunition for him and his allies.

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Effect: Havoc spends his Heat Meter and Scrap count to forge ammo for his weapons and those of his nearby squadmates. This is a channeled process that

Cost: 0 Energy

Cost per Second: 5 Scrap, ?% Heat Meter

Ammo Restored per Second: 5% weapon's ammo capacity

Range: 15 meters

Heat Meter Interaction:

Scrap Interaction:

Details:

Modding:

  • Duration: increases both ammo restoration and drain to effectively speed up the process.
  • Range: increases ammo restore range
  • Efficiency: Reduces drain per second
  • Strength: increases ammo restored per second, increases drain per second

(4) Sentry: Havoc engages his signature weaponry, activating a heavy machine gun turret and arming himself with dual submachine guns. Holding the ability will swap them, allowing him to adapt to any battle.

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Effect: Havoc equips his Twin Tempra as his active exalted weapon and his Grimex is engaged as a turret which will fire at nearby enemies. Holding the ability will swap the two exalted weapons, so Grimex will be equipped as a primary, while Twin Tempra transition to become shoulder-mounted mini-turrets.

Cost: 50

Cost per Reload: 20

Damage: 100%

Turret range: 25 meters

Heat Meter Interaction:

  • Twin Tempra and Grimex are both affected by Heat Meter bonuses, in both turret mode and equipped
  • Twin Tempra and Grimex both contribute to Heat Meter as normal weapons do, in both turret mode and equipped

Scrap Interaction:

  • Twin Tempra produces 0.2% Scrap per round fired
  • Grimex produces 0.3% Scrap per round fired

Details:

  • Despite not draining energy over time, Sentry is considered a channeled ability.
  • Normal energy regeneration restrictions for channeled abilities still apply
  • Sentry will be interrupted by dodge rolls, double jumps, bullet jumps or any other action that moves Havoc out of an unobstructed upright position. 
  • When Grimex is in turret mode, it will prioritize enemies on screen.
  • When Twin Tempra are in turret mode, they will prioritize enemies outside of Havoc's field of view.
  • Sentry will be deactivated if not enough energy is available to reload or the ability is recast.

Modding:

  • Duration: Affects cost per reload
  • Range: Affects Turret range
  • Efficiency: Affects initial cost and cost per reload
  • Strength: Affects damage boost to exalted weapons applied after weapon mods

 

 

Visuals to help clarify this frame's theme

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tumblr_o5u9wxKGS31sc0ffqo1_500.gif

tumblr_o5u9wxKGS31sc0ffqo2_500.gif

Iron-Man-2-War-Machine-Tumblr.gif

 

 

Edit History

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Edit: changed Lock to be a cone area of effect instead of single-target. Added notes to Lock, Load, and Missile Barrage that designate stats improved with modding.

Edit2: Pretty big update. Lock, Load, and sentry are now channeled abilities, and the passive has been updated to benefit having multiple active abilities. Load now restores energy when killing enemies marked by Lock. Base Sprint speed has been increased to balance out the penalty from the passive. Missile Barrage now has an option to hold the ability to launch additional missiles at a reduced cost. The core idea with these changes is to make Havoc's abilities self-sustaining and rewarding. His first three abilities work together to increase kill rate, which regens energy to fuel the powers, and armor is increased while they are active. His 4th is a way to spend excess energy for even more kills. Conceptually I see it working very well and balanced, some number values may need to be adjusted though.

Edit3: Variant 'e' is an almost complete redesign of Havoc's power kit. The reasoning behind this design came from looking at harrow and Mesa, our two existing gun-focused frames, and finding something that neither of them can do. And that is ammo. Havoc now has multiple means of restoring ammunition to himself and allies. Left as version 3.9 for now, since the number values of these abilities will most likely need more balancing.

Edit4: lowered health, armor, and shields by 25. Lowered Sprint speed by 0.10

Edit5: changed (3) Fortify to apply armor to shields instead of adding to normal armor. Adjusted base stats to reflect the shift. General survival slightly lowered in favor of making Fortify more unique and, ideally, more effective as a defensive ability.

Edit6: pretty big redesign that sees the return of Lock. Heat Meter is now his passive rather than part of Overheat. Moved away from a support to more of a damage dealing frame with some support aspects.

Edit7: added somewhat of a cooldown mechanic to Overheat to make sure it isn't overly spammed

Edit8: moved abilities around to better reflect power level. Sentry will now have a dedicated exalted weapon, rather than having to use a sentinel weapon as a base. Stats for exalted weapon being worked on.

Edit9: moved abilities around and swapped fortify out for howitzer, giving a more traditional-styled first ability. Also added ability synergy in the form of the Missile Silo. Kill with first ability to add an additional firing mode to Sentry. Removed speed penalty from Sentry as well.

Edit10: added explosion resistance to passive, in addition to the heat meter mechanic. If nidus can have his mutation stack mechanic and a passive, so can Havoc.

Edit11: change in formatting

Edit12: improved formatting of post and have started adding ability icon mock-ups using my own limited art skills.

Edit13: swapped out Howitzer for Tempest. increased shields and armor, but reduced energy. added Scrap Metal stack mechanic. changed passive. Sentry and Tempest have exalted weapons tied to them and have names now.

Edit14: added the first draft of Grimex's base stats.

Edit15: Overhauled post layout. Should be much easier to view than staring at massive paragraphs. rearranged abilties and combined Twin Tempra into Sentry, freeing up an ability slot

Edit16: First draft of Twin Tempra base stats posted. very early concept for the third ability posted.

Edit17: slightly lowered the ammo refund amounts for each level of the heat meter.

Edit18: lowered ammo refund amounts for each level of heat meter. significantly changed how scrap is earned, used, and counted. changed ability 3 to a squad support ammo restore.

 

 

Past Versions

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1.7a

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Health: 200
Shield: 125
Armor: 225
Power: 125
Sprint: 0.90

(1) Target Lock: Casting on an enemy will mark them on-screen and on map for you and your team, increasing all ranged weapon damage to target by [15% weapon damage + 1% target health] and all damage from your abilities by 20%. Hold ability to mark additional enemies within 5 meters of the first target. Up to 20 enemies may be marked at a time.

(2) Intercept: An automated system intercepts incoming projectiles and stuns enemies who attempt to melee you. Larger projectiles such as rockets or grenades will be prioritized over small arms fire. Grapple attacks from infested healers will be intercepted as a projectile.

(3) Sentry: A shoulder mounted minigun is activated which fires at targets marked by Target Lock, prioritizing the closest enemy within clear line of sight. If no marked enemies are available, the sentry will instead fire at the closest available enemy. Holding the ability will deploy the sentry gun as a stationary structure. Sentry uses an ammo count instead of duration. Ammo count affected by duration mods. When ammo is depleted, ability must be recast to reload.

(4) Missile Barrage: Launch a swarm of missiles that seek out enemies marked by Target Lock. Missiles deal [500 + 15% target health] blast damage each. If no enemies are marked, the missiles will instead follow your aiming reticle for manual targeting, guided on a wire as TOW missiles with slower speed but larger blast radius

Passive: Equipped weapons have +20% reserve ammo capacity

2.5b

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Health: 200
Shield: 125
Armor: 250
Power: 125
Sprint: 0.95

(1) Lock: Havoc projects a 60° cone before him reaching 20m (increases with +range), draining 2 energy per second (decreases with +duration and +efficiency). Enemies within the cone will be locked onto after a 2 second (decreases with +duration) lock-on time. Locked enemies will be marked on-screen and on map for you and your team for 15 seconds (increases with +duration), increasing all ranged weapon damage to target by [15% weapon damage + 0.5% target health] (increases with +strength) and all damage from Havoc's abilities by 20% (unaffected by modding). The 15 second lock on time begins when the enemy leaves the Lock cone, and will be refreshed upon re-entering it. Up to 30 (unaffected by modding) enemies may be marked at a time.

(2) Load: A channeled Ability that drains 3 energy (decreases with +duration and +efficiency) per second. Kills with guns while ability is active will restore 2% (increases with +strength) of ammo to Havoc and his allies within 20 (increases with +range) meters, and kills on enemies marked by Lock will restore 5 (increases with +strength) energy (Havoc only).

(3) Sentry: A minigun mounted on the left shoulder is activated which fires at targets marked by Lock, prioritizing the closest enemy within clear line of sight. If no marked enemies are available, the sentry will instead fire at the closest available enemy. Considered a channeled Ability but does not drain energy over time. Instead, Sentry uses an ammo count of 100 (increases with +duration) rounds. When ammo is depleted, 25 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast. Dodge-rolling is disabled while active. Holding the ability will deploy the sentry gun as a stationary structure. Stationary placement will continue to reload it's ammo using Havoc's energy as long as he is within 100 meters (unaffected by modding). If Havoc is not within range, placement will deactivate upon depleting its current magazine.
+Augment: Guardian Sentry: Turns stationary Sentry placements into automated defensive systems that intercept incoming projectiles as they enter its radius. Larger projectiles such as rockets or grenades will be prioritized over small arms fire. Grapple attacks from infested ancients will be intercepted as a projectile. Each interception will deplete 1 from ammo pool.

(4) Missile Barrage: Launch a swarm of 6 (unaffected by modding) missiles over 2 seconds from a launcher mounted on the right shoulder that seek out enemies marked by Lock. Missiles deal [350 + 5% target health] (increases with +strength) blast damage each. Holding the ability will continue to fire additional missiles, draining 50% of its usual energy cost per additional swarm, until ability is released or energy is depleted. If no enemies are marked, the missiles will instead follow your aiming reticle for manual targeting, guided on a wire with slower speed but larger blast radius.

Passive: Allied Sentinels receive +25% health, +25% shields, and +50 armor. Havoc's sentinel additionally recieves +25% damage and one additional revive.

2.4c

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Health: 200
Shield: 125
Armor: 225
Power: 125
Sprint: 1.00

(1) Adapt: Cycle between three modes.
-Assault:
-‎Defense:
-‎Crowd Control:

(2) Lock: Havoc projects a 60° cone before him reaching 20m (increases with +range), draining 2 energy per second (decreases with +duration and +efficiency). Enemies within the cone will be locked onto after a 2 second (decreases with +duration) lock-on time. Locked enemies will be marked on-screen and on map for you and your team for 15 seconds (increases with +duration), increasing all ranged weapon damage to target by [15% weapon damage + 0.5% target health] (increases with +strength) and all damage from Havoc's abilities by 20% (unaffected by modding). The 15 second lock on time begins when the enemy leaves the Lock cone, and will be refreshed upon re-entering it. Up to 30 (unaffected by modding) enemies may be marked at a time.

(3) Load: A channeled Ability that drains 2 energy (decreases with +duration and +efficiency) per second and gives equipped weapons instant reloads while active. In addition to this, Havoc's weapon and power damage increase by 1% for every 2% health missing (+0% damage at 100% health, capped at +40% damage at 20% health). Each time the magazine is emptied and a reload is "skipped", the cost per second increases by 0.5 (unaffected by mods). Kills with guns while ability is active will restore 2% (increases with +strength) of ammo to the current weapon, and kills on enemies marked by Lock will restore 10 (increased with +strength) energy.

(4) Sentry: A minigun mounted on the left shoulder is activated which fires at targets marked by Lock, prioritizing the closest enemy within clear line of sight. If no marked enemies are available, the sentry will instead fire at the closest available enemy. Considered a channeled Ability but does not drain energy over time. Instead, Sentry uses an ammo count of 100 (increases with +duration) rounds. When ammo is depleted, 25 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast. Dodge-rolling is disabled while active. Holding the ability will deploy the sentry gun as a stationary structure. Stationary placement will continue to reload it's ammo using Havoc's energy as long as he is within 100 meters (unaffected by modding). If Havoc is not within range, placement will deactivate upon depleting its current magazine.
+Augment: Guardian Sentry: Turns stationary Sentry placements into automated defensive systems that intercept incoming projectiles as they enter its radius. Larger projectiles such as rockets or grenades will be prioritized over small arms fire. Grapple attacks from infested ancients will be intercepted as a projectile. Each interception will deplete 1 from ammo pool.

Passive: Allied Sentinels receive +25% health and +25% shields. Havoc's sentinel additionally recieves +25% damage and one additional revive.

3.4d

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Health: 200
Shield: 150
Armor: 300
Power: 150
Sprint: 0.90

(1) Howitzer: Fires twin artillery cannons mounted along the biceps. When firing, Havoc will extend his arms out in front of him and the barrels of the cannons will extend to just past his wrists. Barrels will retract after firing. Projectiles travel relatively slowly and are affected by gravity. Will need to aim upwards for trajectory to hit distant targets. High damage for a first ability, but Havoc is immobilized when firing. Animations for cannons moving in and out of firing positions will not affect grounded movement but will briefly disable dodge-rolling and jumping, as well as holster all weapons. Animation phase allows havoc to adjust position and aim before firing.

(2) Overheat: For 8 seconds (increases with +duration), Havoc's weapons require no reloading (bows instead receive +50% fire rate). Firing builds up an overheat meter divided into three segments, giving bonuses for the remaining duration and 6 seconds (increases with +duration) after the ability ends.
-Level 1: +15% fire rate, 25% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +45% fire rate, +10% damage, 50% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +75% fire rate, +25% damage, +20% heat damage, 75% rounds fired refunded as ammo to Havoc and allies

(3) Fortify: While active, Havoc steals armor from nearby enemies to enhance his own. Nearby enemies have their armor reduced by 25% while in range. 25% average armor value (including level scaling) of nearby enemies is added to Havoc's current armor value. This effect is refreshed in real-time, meaning enemies that leave the radius will regain the missing armor, and Havoc's armor bonus will increase or decrease as enemies enter/leave the radius or are killed.

(4) Sentry: A drone equipped with a minigun is launched, hovering along with Havoc and firing at the closest enemy within clear line of sight. Minigun will always switch targets to the current closest enemy, unless it's current target has less than 10% health remaining, in which case it will attempt to finish them off as long as they are within range and in line of sight. Considered a channeled Ability but does not drain energy over time. Instead, Sentry uses an ammo count of 100 (increases with +duration) rounds. When ammo is depleted, 50 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast.

Passive: Ammunition capacity increased by 25% and converts unused ammo pickups into ammo for current weapon (equivalent to a rank 3 ammo mutation mod).

3.8e

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Health: 225
Shield: 175
Armor: 250
Power: 175
Sprint: 0.90

(1) Sentry: A drone equipped with a minigun is launched, hovering along with Havoc and firing at the closest enemy within clear line of sight. Max effective range of 17 meters (increases with +range). Sentry will always switch targets to the current closest enemy, unless it's current target has less than 10% health remaining, in which case it will attempt to finish them off as long as they are within range and in line of sight. Considered a channeled Ability but does not drain energy over time. Instead, Sentry uses an ammo count of 100 (increases with +duration) rounds. When ammo is depleted, 15 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast. While in range of a Resupply cache, Sentry's reload energy cost is halved. Sentry is affected by Overheat bonuses, except ammo refunds.

(2) Resupply: Havoc sacrifices 10% (increases with +strength, decreases with +efficiency) of his current ammo count to deploy an ammo cache at his current position. Cache has a base capacity of 400 (increases with +strength) rifle rounds, converted to other weapon types as needed, equivalent to a rank 3 ammo mutation mod. For instance, restoring 1 shotgun/pistol/sniper round will drain 4 rounds from the cache. Havoc and his allies within 10 meters (increases with +range) of the cache will drain ammo from it rather than their own weapon's ammo pool. The cache is treated as a solid object and can be used as cover from enemy fire. If the cache is depleted while overheat effects are active, it will explode, dealing 250 blast damage and knocking back enemies within 5 meters (increases with +range). Blast damage is increased by 250 at level 2 overheat, and an additional 250 at level 3 overheat.

(3) Fortify: While active, Havoc steals armor from nearby enemies to enhance his own. Enemies within 13 meters (increases with +range) have their armor reduced by 25% while in range. 25% average armor value (including level scaling) of nearby enemies is added to Havoc's current armor value. This effect is refreshed in real-time, meaning enemies that leave the radius will regain the missing armor, and Havoc's armor bonus will increase or decrease as enemies enter/leave the radius or are killed. 10% Health damage taken while Fortify is active will be added to a charge counter, and each time Havoc kills an enemy, the charge will be added to Havoc's energy pool and reset. While overheat effects are active, heat and blast damage bonuses will be added to melee attacks, and enemies who hit Havoc with melee will be inflicted with a heat proc.

(4) Overheat: For 8 seconds (increases with +duration), Havoc's weapons as well as those of his allies within 12 meters (increases with +range) require no reloading (bows instead receive +50% fire rate). As Havoc fires his weapons, they build up an overheat meter divided into three segments, giving bonuses for the remaining duration and 6 seconds (increases with +duration) after the ability ends.

Unique Mechanic
(unaffected by modding)
Heat Meter:
-Level 1: +15% fire rate, 50% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +45% fire rate, +10% damage, +20% heat damage, +10% status chance, 75% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +75% fire rate, +25% damage, +20% heat damage, +20% blast damage, +20% status chance, 100% rounds fired refunded as ammo to Havoc and allies

Passive: Ammunition capacity increased by 25% and converts unused ammo pickups into ammo for current weapon (equivalent to a rank 3 ammo mutation mod).

4.0e

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Health: 225
Shield: 175
Armor: 250
Power: 175
Sprint: 1.00

(1) Sentry: A shoulder-mounted turret is engaged, which will fire at nearby enemies. Movement speed is decreased by 10% while active. Sentry has it's own arsenal slot which can be equipped with a sentinel weapon and modded with the appropriate weapon mods (mods are shared across Havoc's weapons, his normal sentinel's weapon, and Sentry's weapon. Duplicate mods will be required). It's characteristics will match the equipped sentinel weapon. For example, equipping Sweeper will convert the turret to a short-range shotgun, whereas equipping Vulklok will convert it to a long-range sniper. Additionally, Havoc strengthens the weapon with +50% damage (increases with +strength), +25% magazine capacity (increases with +duration), and +10% accuracy (increases with +range). Considered a channeled Ability but does not drain energy over time. Instead, when a magazine is depleted, 15 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast. While in range of a Resupply cache, Sentry's reload will cost no energy and instead drain ammo from the cache. Sentry is affected by Overheat bonuses, except ammo refunds. Sentry will be interrupted by dodge rolls, double jumps, and bullet jumps. 

(2) Resupply: Havoc sacrifices 10% (increases with +strength, decreases with +efficiency) of his current ammo count to deploy an ammo cache at his current position. Cache has a base capacity of 400 (increases with +strength) rifle rounds, converted to other weapon types as needed, equivalent to a rank 3 ammo mutation mod. For instance, restoring 1 shotgun/pistol/sniper round will drain 4 rounds from the cache. Havoc and his allies within 10 meters (increases with +range) of the cache will drain ammo from it rather than their own weapon's ammo pool. The cache is treated as a solid object and can be used as cover from enemy fire. If the cache is depleted while overheat effects are active, it will explode, dealing 250 blast damage and knocking back enemies within 5 meters (increases with +range). Blast damage is increased by 250 at level 2 overheat, and an additional 250 at level 3 overheat.

(3) Fortify: While active, Havoc steals armor from nearby enemies to enhance his own. Enemies within 13 meters (increases with +range) have their armor reduced by 25% while in range. 25% average armor value (including level scaling) of nearby enemies is added to Havoc's current armor value. This effect is refreshed in real-time, meaning enemies that leave the radius will regain the missing armor, and Havoc's armor bonus will increase or decrease as enemies enter/leave the radius or are killed. 10% Health damage taken while Fortify is active will be added to a charge counter, and each time Havoc kills an enemy, the charge will be added to Havoc's energy pool and reset. While overheat effects are active, heat and blast damage bonuses will be added to melee attacks, and enemies who hit Havoc with melee will be inflicted with a heat proc.

(4) Overheat: For 8 seconds (increases with +duration), Havoc's weapons as well as those of his allies within 12 meters (increases with +range) require no reloading (bows instead receive +50% fire rate). As Havoc fires his weapons, they build up an overheat meter divided into three segments, giving bonuses for the remaining duration and 6 seconds (increases with +duration) after the ability ends.

Unique Mechanic
(unaffected by modding)
Heat Meter:
-Level 1: +15% fire rate, 50% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +45% fire rate, +10% damage, +20% heat damage, +10% status chance, 75% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +75% fire rate, +25% damage, +20% heat damage, +20% blast damage, +20% status chance, 100% rounds fired refunded as ammo to Havoc and allies

Passive: Havoc possesses an additional arsenal slot for his Sentry turret, as well as one additional mod slot that can equip a sentinel precept.

5.4f

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Health: 150
Shield: 200
Armor: 150
Power: 175
Sprint: 0.90

(1) Lock: Havoc projects a 60° cone before him reaching 20m (increases with +range), draining 2 energy per second (decreases with +duration and +efficiency). Enemies within the cone will be locked onto after a 2 second (decreases with +duration) lock-on time. Locked enemies will be marked on-screen and on map for you and your team for 8 seconds (increases with +duration), beginning when the enemy leaves the Lock cone, and will be refreshed upon re-entering it. Up to 30 (unaffected by modding) enemies may be marked at a time. Damage done to enemies marked by Lock contributes to Havoc's Heat Meter at twice the normal rate. Enemies hit by gunfire while marked will also receive the "Suppressed" debuff for 2 seconds (refreshed by additional hits), lowering their ranged accuracy by 75% and movement speed by 25%.

(2) Overheat: Havoc pushes his weapon systems beyond their limits, forcing his weapons as well as those of his allies within 12 meters (increases with +range) to require no reloading (bows instead receive +50% fire rate), and unlocking level 4 on the Heat Meter for Overheat's duration. Cast requires at least level 1 Heat Meter, and increases in duration the higher the meter is at the time of casting. Base duration is 5 seconds at Heat level 1, 8 seconds at level 2, and 12 seconds at level 3, all affected by duration mods. Additonally, Heat Meter bonuses are multiplied based on the current Heat level. At level 1, bonuses, except for ammo refunds, are multiplied by x2, x3 at level 2, x4 at level 3, and x5 at level 4. When Overheat's duration ends, all heat meter currently built up is vented out, resetting it.

(3) Fortify: While active, Havoc siphons armor from nearby enemies to enhance his own, as well as his allies. Enemies within 15 meters (increases with +range) have their armor reduced by 20% (increases with +strength) while in range. 20% (increases with +strength) average armor value (including level scaling) of affected enemies is applied as armor on the shields of Havoc and his allies within 15 meters (increases with +range). This effect is refreshed in real-time, meaning enemies that leave the radius will regain the missing armor, and the shield armor bonus will increase or decrease as enemies enter/leave the radius or are killed. Allied warframes with no shields, such as Inaros, will instead receive the bonus armor to their health. 5% shield damage taken while Fortify is active will be added to a charge counter, and each time Havoc kills an enemy, the charge will be added to Havoc's energy pool and reset. While Heat Meter effects are active, blast damage bonuses will be added to melee attacks, and enemies who hit Havoc with melee will be inflicted with a heat proc.

(4) Sentry: A shoulder-mounted turret is engaged, which will fire at nearby enemies. Movement speed is decreased by 10% while active. Sentry has it's own arsenal slot which can be equipped with a sentinel weapon and modded with the appropriate weapon mods. It's characteristics will match the equipped sentinel weapon. For example, equipping Sweeper will convert the turret to a short-range shotgun, whereas equipping Vulklok will convert it to a long-range sniper. Additionally, Havoc strengthens the weapon with +50% damage (increases with +strength), +25% magazine capacity (increases with +duration), and +10% accuracy (increases with +range). Considered a channeled Ability but does not drain energy over time. Instead, when a magazine is depleted, 15 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast. Sentry is affected by Overheat bonuses, and will contribute toward Heat Meter. Sentry will be interrupted by dodge rolls, double jumps, bullet jumps or any other action that moves Havoc out of an unobstructed upright position. 

Passive:
Heat Meter: As Havoc deals damage to enemies, he builds up his heat meter, giving bonuses to his guns and some abilities. The heat meter decays over time.
-Level 1: +10% fire rate, 50% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +20% fire rate, +10% damage, +20% heat damage, +10% status chance, 100% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +30% fire rate, +25% damage, +20% heat damage, +20% status chance, 150% rounds fired refunded as ammo to Havoc and allies

5.6f

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Health: 150
Shield: 200
Armor: 150
Power: 175
Sprint: 0.90

(1) Lock: Havoc projects a 60° cone before him reaching 20m (increases with +range), draining 2 energy per second (decreases with +duration and +efficiency). Enemies within the cone will be locked onto after a 2 second (decreases with +duration) lock-on time. Locked enemies will be marked on-screen and on map for you and your team for 8 seconds (increases with +duration), beginning when the enemy leaves the Lock cone, and will be refreshed upon re-entering it. Up to 30 (unaffected by modding) enemies may be marked at a time. Damage done to enemies marked by Lock contributes to Havoc's Heat Meter at twice the normal rate. Enemies hit by gunfire while marked will also receive the "Suppressed" debuff for 2 seconds (refreshed by additional hits), lowering their ranged accuracy by 75% and movement speed by 25%.

(2) Fortify: While active, Havoc siphons armor from nearby enemies to enhance his own, as well as his allies. Enemies within 15 meters (increases with +range) have their armor reduced by 20% (increases with +strength) while in range. 20% (increases with +strength) average armor value (including level scaling) of affected enemies is applied as armor on the shields of Havoc and his allies within 15 meters (increases with +range). This effect is refreshed in real-time, meaning enemies that leave the radius will regain the missing armor, and the shield armor bonus will increase or decrease as enemies enter/leave the radius or are killed. Allied warframes with no shields, such as Inaros, will instead receive the bonus armor to their health. 5% shield damage taken while Fortify is active will be added to a charge counter, and each time Havoc kills an enemy, the charge will be added to Havoc's energy pool and reset. While Heat Meter effects are active, blast damage bonuses will be added to melee attacks, and enemies who hit Havoc with melee will be inflicted with a heat proc.

(3) Sentry: A shoulder-mounted turret is engaged, which will fire at nearby enemies. Movement speed is decreased by 10% while active. Sentry is classed as an Exalted Weapon and as such, has its own arsenal slot. Considered a channeled Ability but does not drain energy over time. Instead, when a magazine is depleted, 15 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast. Sentry is affected by Overheat bonuses, and will contribute toward Heat Meter. Sentry will be interrupted by dodge rolls, double jumps, bullet jumps or any other action that moves Havoc out of an unobstructed upright position. 

(4) Overheat: Havoc pushes his weapon systems beyond their limits, forcing his weapons as well as those of his allies within 12 meters (increases with +range) to require no reloading (bows instead receive +50% fire rate), and unlocking level 4 on the Heat Meter for Overheat's duration. Cast requires at least level 1 Heat Meter, and increases in duration the higher the meter is at the time of casting. Base duration is 5 seconds at Heat level 1, 8 seconds at level 2, and 12 seconds at level 3, all affected by duration mods. Additonally, Heat Meter bonuses, except ammo refunds, are multiplied based on the current Heat level. At level 1, bonuses are multiplied by x2, x3 at level 2, x4 at level 3, and x5 at level 4. When Overheat's duration ends, all heat meter currently built up is vented out, resetting it. If the Heat Meter is at level 4 when Overheat's duration ends, the intense heat being vented will inflict guaranteed heat procs to Havoc and all enemies within 8 meters (increases with +range).

Passive:
Heat Meter: As Havoc deals damage to enemies, he builds up his heat meter, giving bonuses to his guns and some abilities. The heat meter decays over time.
-Level 1: +10% fire rate, 50% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +20% fire rate, +10% damage, +20% heat damage, +10% status chance, 100% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +30% fire rate, +25% damage, +20% heat damage, +20% status chance, 150% rounds fired refunded as ammo to Havoc and allies

6.0f

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Health: 150
Shield: 200
Armor: 150
Power: 175
Sprint: 0.90

(1) Howitzer: Fires a single artillery shell from a cannon mounted along the left arm. Does not interrupt movement or reloading. Contributes to Heat Meter. Howitzer shot is projectile-based, not hit-scan, and is affected by gravity. The shell explodes upon contact with a surface or enemy. Aiming upwards will allow trajectory to hit distant targets. Enemies killed by Howitzer will drop a Missile pick-up. Grabbing this pick-up will add 1 missile to Havoc's Silo. Up to 16 missiles can be stored in the Silo.

(2) Lock: Havoc projects a 60° cone before him reaching 20m (increases with +range), draining 2 energy per second (decreases with +duration and +efficiency). Enemies within the cone will be locked onto after a 2 second (decreases with +duration) lock-on time. Locked enemies will be marked on-screen and on map for you and your team for 8 seconds (increases with +duration), beginning when the enemy leaves the Lock cone, and will be refreshed upon re-entering it. Up to 30 (unaffected by modding) enemies may be marked at a time. Damage done to enemies marked by Lock contributes to Havoc's Heat Meter at twice the normal rate. Enemies hit by gunfire while marked will also receive the "Suppressed" debuff for 2 seconds (refreshed by additional hits), lowering their ranged accuracy by 75% and movement speed by 25%.

(3) Sentry: A shoulder-mounted turret is engaged, which will fire at nearby enemies. Sentry is classed as an Exalted Weapon and as such, has its own arsenal slot. Considered a channeled Ability but does not drain energy over time. Instead, when a magazine is depleted, 15 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast.
When enemies marked by Lock are in Sentry's range, Missiles accumulated in Havoc's Silo by Howitzer will be fired on them. Missiles will track enemies marked by Lock and fire at a rate of 1 missile every 2 seconds. Targeting will attempt to evenly distribute damage to all Locked enemies in range, meaning it will not fire a second missile at the same target until all targets have been hit by at least one shot. Enemies hit suffer a 50% permanent armor reduction. Sentry's primary firing mode will continue to fire on other enemies, independent of Missile targeting. Sentry is affected by Overheat bonuses, and will contribute toward Heat Meter. Sentry will be interrupted by dodge rolls, double jumps, bullet jumps or any other action that moves Havoc out of an unobstructed upright position. 

(4) Overheat: Havoc pushes his weapon systems beyond their limits, forcing his weapons as well as those of his allies within 12 meters (increases with +range) to require no reloading (bows instead receive +50% fire rate), and unlocking level 4 on the Heat Meter for Overheat's duration. Cast requires at least level 1 Heat Meter, and increases in duration the higher the meter is at the time of casting. Base duration is 5 seconds at Heat level 1, 8 seconds at level 2, and 12 seconds at level 3, all affected by duration mods. Additonally, Heat Meter bonuses, except ammo refunds, are multiplied based on the current Heat level. At level 1, bonuses are multiplied by x2, x3 at level 2, x4 at level 3, and x5 at level 4. When Overheat's duration ends, all heat meter currently built up is vented out, resetting it. If the Heat Meter is at level 4 when Overheat's duration ends, the intense heat being vented will inflict guaranteed heat procs to Havoc and all enemies within 8 meters (increases with +range).

Passive: Havoc recieves 25% less damage from enemy explosives, and takes 75% reduced damage from his own explosive weapons and abilities.

Heat Meter: As Havoc deals damage to enemies, he builds up his heat meter, giving bonuses to his guns and some abilities. The heat meter decays over time.
-Level 1: +10% fire rate, 50% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +20% fire rate, +10% damage, +20% heat damage, +10% status chance, 100% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +30% fire rate, +25% damage, +20% heat damage, +20% status chance, 150% rounds fired refunded as ammo to Havoc and allies

6.2f

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Health: 150
Shield: 225
Armor: 175
Power: 150
Sprint: 0.90

(1) Tempest: Havoc fires twin wrist-mounted submachine guns continuously for 4 seconds (increases with +duration) at a rate of 15 shots per second, dealing damage to all enemies within a 30° cone extending 18 meters (increases with +range) in front of him. Recasting the ability while it is ongoing will cancel the remaining duration. Holding the ability will cause Havoc to fire in a 180° sweep in front of him, using half the normal energy cost and lasting for 2 seconds (unaffected by modding). This sweep attack will deal a guaranteed stagger to each enemy hit. Damage dealt to enemies degrades their armor by 1% per hit (increases with +strength) and generates Scrap Metal pickups. Grabbing these pickups will add to Havoc's Scrap stacks. Scrap stacks do not decay over time, but are stripped off as they protect Havoc from incoming damage. As Havoc's current Scrap stack count increases, the rate at which his Heat Meter increases and decreases is slowed. Stacks are capped at 100.

(2) Lock: Havoc projects a 60° cone before him reaching 20m (increases with +range), draining 2 energy per second (decreases with +duration and +efficiency). Enemies within the cone will be locked onto after a 2 second (decreases with +duration) lock-on time. Locked enemies will be marked on-screen and on map for you and your team for 8 seconds (increases with +duration), beginning when the enemy leaves the Lock cone, and will be refreshed upon re-entering it. Up to 30 (unaffected by modding) enemies may be marked at a time. Damage done to enemies marked by Lock contributes to Havoc's Heat Meter at twice the normal rate. Enemies hit by gunfire while marked will also receive the "Suppressed" debuff for 2 seconds (refreshed by additional hits), lowering their ranged accuracy by 75% and movement speed by 25%.

(3) Overheat: Havoc pushes his weapon systems beyond their limits, forcing his weapons as well as those of his allies within 12 meters (increases with +range) to require no reloading (bows instead receive +50% fire rate), and unlocking level 4 on the Heat Meter for Overheat's duration. Cast requires at least level 1 Heat Meter, and increases in duration the higher the meter is at the time of casting. Base duration is 5 seconds at Heat level 1, 8 seconds at level 2, and 12 seconds at level 3, all affected by duration mods. Additonally, Heat Meter bonuses, except ammo refunds, are multiplied based on the current Heat level. At level 1, bonuses are multiplied by x2, x3 at level 2, x4 at level 3, and x5 at level 4. All enemies killed by Overheated weapons will drop Scrap. When Overheat's duration ends, all heat meter currently built up is vented out, resetting it. If the Heat Meter is at level 4 when Overheat's duration ends, the intense heat being vented will inflict guaranteed heat procs to all enemies within 8 meters (increases with +range). If Havoc's Scrap stack count is above 50, then Havoc will receive a heat proc but his Heat Meter will be reduced to level 2 instead of reset.

(4) Sentry: A shoulder-mounted turret is engaged, which will fire at nearby enemies. Sentry is classed as an Exalted Weapon and as such, has its own arsenal slot. Considered a channeled Ability but does not drain energy over time. Instead, when a magazine is depleted, 15 (increases with +duration, decreases with +efficiency) energy will be used to reload and continue firing. Sentry will be deactivated if not enough energy is available to reload or the ability is recast.
When enemies marked by Lock are in Sentry's range, Missiles will be forged using 1 Scrap stack per missile, and will be fired on Locked enemies. Missiles will track enemies marked by Lock and fire at a rate of 1 missile every 2 seconds. Targeting will attempt to evenly distribute damage to all Locked enemies in range, meaning it will not fire a second missile at the same target until all targets have been hit by at least one shot. Enemies hit suffer a 50% permanent armor reduction. Sentry's primary firing mode will continue to fire on other enemies, independent of Missile targeting. Sentry is affected by Overheat bonuses, and will contribute toward Heat Meter. Sentry will be interrupted by dodge rolls, double jumps, bullet jumps or any other action that moves Havoc out of an unobstructed upright position.

Passive: Fortified: Havoc's armor rating, including modding and any bonuses given by ally abilities or other sources, applies to his shields.

Heat Meter: As Havoc deals damage to enemies, he builds up his heat meter, giving bonuses to his guns and some abilities. The heat meter decays over time.
-Level 1: +10% fire rate, 50% of rounds fired refunded as ammo to Havoc and allies
-‎Level 2: +20% fire rate, +10% damage, +20% heat damage, +10% status chance, 100% rounds fired refunded as ammo to Havoc and allies
-‎Level 3: +30% fire rate, +25% damage, +20% heat damage, +20% status chance, 150% rounds fired refunded as ammo to Havoc and allies

6.4f

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Version 6.4f

Codex Entry:
Fools, all of them. A blade against our enemies? No. Not him. Not mine. If the council will not give him the weapons to win this war, I will. He will fight as a soldier. Scarred and changed, he returned to us, but he will fight. He will destroy. Everything.

 

Been working on this for a while. Let me know of any improvements or changes that could be made in your opinion. Ability icons are of course works in progress and limited by my own unimpressive digital art skill. Concept art is a commissioned piece by DeviantArtist Loone-Wolf.

 

Full Lore:

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The original Havoc returned from the void to his father, Vozin, a great inventor that devised the latest means of warfare against the sentients. When the Orokin High Council began experimenting on the Tenno and training them with archaic melee weapons, Vozin was outraged that they would throw aside his life's work in favor of these primitive tools. He hid his son away from them and built a new frame, one that made use of all his greatest instruments of war. Excalibur may have been the first of the council's creations, but Havoc followed closely on his heels. Every improvement and new technique taught to Excalibur meant new weapons and destructive power added to Havoc. As Excalibur's Blade proved more effective against the sentients than he thought possible, Vozin descended into madness in his hunt for the perfect war machine. Havoc was no longer his son in his eyes; he was a means to prove that ranged weaponry was superior to martial combat. On the day the Tenno were honored for their victory against the sentients, and turned on the Orokin, Vozin fled, leaving behind Havoc. The warframe lay buried in the overgrown forests of earth. The fate of it's original operator is unknown. Vozin's abandoned technology and data were eventually uncovered by a corpus official named Frohd Bek, who became obsessed with studying it and continuing the mad search for the perfect instrument of war.

 

This is Havoc. The Destroyer. 

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Stats (at max rank):

Health: 150
Shield: 225
Armor: 175
Power: 150
Sprint: 0.90

Exalted Weapons

Twin Tempra: Twin wrist-mounted submachine guns. They can be modded using secondary mods. Stats Work-in-Progress:

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MiniMapModType: Dual Pistols
Trigger Type: Auto
Noise Level: Alarming
Fire Rate: 15
Accuracy: 22.5
Magazine Size: 75
Reload Time: 1.5
Impact bImpact: 5.5
Puncture bPuncture: 15.5
Slash bSlash: 9.0
Total Damage: 30.0
Crit Chance: 12%
Crit Multiplier: 1.8x
Status Chance: 33%

 

Grimex: Havoc's shoulder-mounted heavy machine gun. It can be modded using primary (rifle) mods. Stats Work-in-Progress:

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MiniMapModType: Rifle
Trigger Type: Auto
Noise Level: Alarming
Fire Rate: 10.0
Accuracy: 25.0
Magazine Size: 100
Reload Time: 2.0
Impact b Impact: 7.50
Puncture b Puncture: 14.0
Slash b Slash: 18.50
Total Damage:40.0
Crit Chance: 27%
Crit Multiplier: 2.3x
Status Chance: 14%

 

 

 

Passive

Fortified: Havoc's armor rating, including modding and any bonuses given by ally abilities or other sources, applies to his shields.

 

Unique Mechanics

Heat Meter: As Havoc deals damage to enemies, he builds up his heat meter, giving bonuses to his guns and some abilities. The heat meter decays over time.
 -Level 1: +10% fire rate, 25% of rounds fired refunded as ammo to Havoc and allies
 -‎Level 2: +20% fire rate, +10% damage, +20% heat damage, +10% status chance, 50% rounds fired refunded as ammo to Havoc and allies
 -‎Level 3: +30% fire rate, +25% damage, +20% heat damage, +20% status chance, 75% rounds fired refunded as ammo to Havoc and allies

Scrap Stacks: Certain abilities will cause enemies to drop Scrap Metal pickups which add to Havoc's Scrap stacks when picked up. Scrap stacks add to Havoc's armor, and are used up as he takes damage. Certain abilities can use Scrap to enhance their effects. Currently held Scrap stacks give reduced Heat Meter decay, but also reduce the rate at which it increases. Scrap is capped at 100 and does not decay over time.

Abilities

 

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(1) Overheat: Havoc pushes his weapon systems beyond their limits. All primary and secondary guns for Havoc and his allies recieve instant reloads for a short time, and the Heat Meter is supercharged before being forcefully vented.

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Effect: For the ability's duration, the primary and secondary guns of Havoc and his allies will instantly reload. Level 4 on the heat meter will be unlocked for the duration, giving increased bonuses to weapons. Upon the ability ending, all built-up heat meter will be vented, resetting it to 0, and dealing heat procs to nearby enemies.

Cost: 25 + Heat Meter level 1 or higher

Duration: 5 seconds

Range: 12 meters

Heat Meter Interaction:

  • Requires at least Heat Meter level 1 in order to cast.
  • The Heat Meter level at the time of cast affects the duration of the ability. 5 seconds at level 1, 8 seconds at level 2, and 12 seconds at level 3.
  • Level 4 on the Heat Meter is unlocked for Overheat's duration.
  • Heat Meter bonus effects, except for ammo refunds, are multiplied according to current Heat Meter level. x2 at level 1, x3 at level 2, x4 at level 3, and x5 at level 4.

Scrap Metal Interaction:

  • Enemies killed by Havoc's guns while Overheat is active will drop Scrap Metal.

Details:

  • Bows recieve +50% fire rate in place of instant reloads.
  • No reload animation will be played, the magazine will simply refill as soon as it empties.
  • Cannot be recast while ongoing.
  • Allies cannot receive the effects of Overheat by entering the cast radius when the ability is already ongoing. Allies who have received the effects can leave the cast radius without losing the effects.
  • When Overheat's duration ends, all heat meter currently built up is vented out, resetting it.
  • If the Heat Meter is at level 4 when Overheat's duration ends, the intense heat being vented will inflict guaranteed heat procs to all enemies within 8 meters.
  • If Havoc's Scrap stack count is above 50, then Havoc will receive a heat proc himself but his Heat Meter will be reduced to level 2 instead of reset.

Modding:

  • Duration: Affects the duration of the ability.
  • Range: Affects the range at which allies can receive the effects of Overheat when Havoc initially casts it, as well as the radius of the heat proc when venting.
  • Efficiency: Affects the casting cost
  • Strength: Does not affect this ability.

 

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(2) Lock: Havoc engages an advanced weapons targeting HUD with suppression and missile capabilities.

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Effect: Enemies within the cone of effect will be locked onto after a brief lock-on time. Locked enemies will be marked on-screen and on mini-map for Havoc and his squadmates. Enemies will remain locked upon leaving the cone of effect for a short time. The lock duration of an enemy will be refreshed if it re-enters the cone. Damage dealt to Locked enemies contributes to Havoc's Heat Meter at twice the normal rate. Damaging a Locked enemy will also inflict them with the "Suppressed" debuff, reducing their ranged accuracy and movement speed. Holding the ability will immobilize Havoc and continuously fire missiles at Locked targets for the entire duration that the ability is held, draining Scrap Metal.

Cost: 25

Cost per second: 2

Range: 20 meters, 60° cone

Lock-On Time: 2 seconds

Lock-On Duration: 8 seconds

Total Marked Targets: 30

Missiles Fired per Second: 

Missile Damage (each): ?

Heat Meter Interaction:

  • Damage dealt to Locked enemies builds Heat Meter at twice the normal rate

Scrap Metal Interaction:

  • Missiles will be forged using 1 Scrap stack per missile

Details:

  • "Suppressed" debuff lowers accuracy by 75% and movement speed by 25%
  • "Suppressed" debuff refreshed by additional hits
  • Enemies hit by missiles suffer a 50% permanent armor reduction.
  • Missile targeting will attempt to evenly distribute damage to each enemy, meaning it will not fire a second missile at the same target until all targets have been hit by at least one shot.

Modding:

  • Duration: Affects cost per second and Lock-on duration
  • Range: Affects cone distance, but not width
  • Efficiency: Affects initial cost and cost per second
  • Strength: Affects lock-on time and missile damage

 

 

 

(3) Full Choke: Havoc spends 5 scrap stacks to seal his exhaust vents, trapping his built-up heat. Excess heat meter is converted into Energy.

(4) Sentry: Havoc engages his signature weaponry, activating a heavy machine gun turret and arming himself with dual submachine guns. Holding the ability will swap them, allowing him to adapt to any battle.

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Effect: Havoc equips his Twin Tempra as his active exalted weapon and his Grimex is engaged as a turret which will fire at nearby enemies. Holding the ability will swap the two exalted weapons, so Grimex will be equipped as a primary, while Twin Tempra transition to become shoulder-mounted mini-turrets.

Cost: 50

Cost per Reload: 20

Damage: 100%

Turret range: 25 meters

Heat Meter Interaction:

  • Twin Tempra and Grimex are both affected by Heat Meter bonuses, in both turret mode and equipped
  • Twin Tempra and Grimex both contribute to Heat Meter as normal weapons do, in both turret mode and equipped

Scrap Metal Interaction:

Details:

  • Despite not draining energy over time, Sentry is considered a channeled ability.
  • Normal energy regeneration restrictions for channeled abilities still apply
  • Sentry will be interrupted by dodge rolls, double jumps, bullet jumps or any other action that moves Havoc out of an unobstructed upright position. 
  • When Grimex is in turret mode, it will prioritize enemies on screen.
  • When Twin Tempra are in turret mode, they will prioritize enemies outside of Havoc's field of view.
  • Sentry will be deactivated if not enough energy is available to reload or the ability is recast.

Modding:

  • Duration: Affects cost per reload
  • Range: Affects Turret range
  • Efficiency: Affects initial cost and cost per reload
  • Strength: Affects damage boost to exalted weapons applied after weapon mods

 

 

 

Other Military/Tech-Based Concepts (collected by SirSovereign):

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SirSovereign's original Idea

Honeybee: A support caster. Not suited for the front lines, but can support their squad from range.

Aroran_Svitskna's vision of SirSoveriegn's original post

Krieger:A vastly more agile option. A commando who overwhelms the enemy with his enhanced mobility. Uses temporary constructs to keep pushing the battle lines forward. The Iron Man to Havoc's War Machine.

The oldest frame of this type that's still being talked about

Havoc: Weaponry expert. Amplifies the firepower of his own weapons and his squad's, and keeps ammunition flowing to keep the fight going. Basically War Machine.

Where Vulcan is a defensive tank, this frame is the offensive type of tank..

Havok: A heavier, bulkier version of Havoc. His squad will get very little direct support, but in exchange, they get a walking tank to clear the path for them. More like a Hulk-Buster. Equip his augments if you desire to add squad support capabilities.

A walking, one-man army. This frame is your best friend when the hordes of enemies come your way..

Engineer(unnamed): Vauban's evil twin. Avoids being directly in harm's way and instead sends in a mobile drone to support his squad from a safe distance.

The support frame you want with his trust drone companion to help you keep up the fight

Dusticor: A robotics expert who builds his own robot/suit and turret to support the team after collecting the parts to do so and lockdown lanes from enemies

The classy, steampunk rendition of a militarist frame

Guerrilla: A strategist and support able to lay down heavy gunfire and heal/protect his allies

If the soldier from Fortnite and commando from Borderlands had a baby

Brokkr- A weaponsmith of the gods. With his chaingun and explosives, he's ready to take on the hordes while he supports his allies with ammo.

A new take on support with his special ammos, war machine-esque turret, and final bang type attack



My Other Concepts

Reworks:
Vauban, the Tactician Rework [Archived]
Focuses on making Vauban a more well-rounded defensive support frame

Weapons:
The WarForge Collection [Archived]
An all-in-one thread containing all my weapon concepts

Gameplay:

Archwing Ascension 
An early work-in-progress overhaul of Archwing to make it an engaging and rewarding game mode


The Pentadrome Project [Archived]
Brainstorming on how to make a fun, challenging, and rewarding endgame mode for warframe veterans

I like the design and concept of this Frame. Hope the best for ya. 🙂

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