Make the Grineer Empire Great Again
"You're not supposed to be in hither! You're going to ruin the surprise!"
The following article/section contains spoilers.
The sprawling ranks of the Grineer are formed of rotting hordes of simpleton clones, aptitude on consuming everything that remains of the Solar System. They live short, violent lives, much of it an inheritance of the genetic stunting by their former Orokin masters.
—Grineer Fragment
The Grineer, swallowing colonies whole, their clones alluvion the system from a subconscious, toxic womb. The Twin Queens, the sisters, have sent their most beloved commanders on an urgent mission. To protect the twisted crusade they have begun. To transform the scattered colonies into an empire. To see that the Tenno, hidden and asleep, will never awaken.
Contents
- 1 Overview
- ii History
- two.1 Origins
- 2.two Present-Twenty-four hours
- iii Weaponry
- iv Missions
- 5 Grineer Corps
- 5.1 Space Marines
- 5.2 Frontier
- five.iii Drekar
- 5.4 Arid
- 5.five Tusk
- five.6 Nightwatch
- v.7 Kuva
- 5.8 Kosma/Gyre/Exo
- six Enemies
- half-dozen.one Light
- six.2 Medium
- vi.three Heavy
- six.iv Loonshit
- six.v Utility
- 6.6 Defenses
- vi.7 Ghouls
- 6.viii Archwing
- 6.nine Submersibles
- half dozen.10 Empyrean
- 6.x.1 Fighters
- 6.10.2 Heavy Fighters
- 6.ten.3 Crewships
- 6.ten.4 Utility
- 7 Bosses
- viii Kuva Liches
- ix Grineer Language
- ten Trivia
- 11 Media
- 12 References
- 13 Patch History
- 14 Meet Also
The Grineer ( ) is ane of the major Factions of the Origin System. They are the first enemies encountered by newly reawakened Tenno. The expansion of their militaristic, violent Empire across the Origin System through the raiding or conquest of peaceful colonies serves as the chief motivator of the Lotus' call to her slumbering warriors.
Overview [ ]
As the products of ancient, half-remembered Orokin technology, Grineer are produced rather than born, and in industrial quantities along with their weapons and equipment. Each ane is genetically defective to some degree, their genome both originally stunted past their creators, and further damaged past the invasive cloning procedures they themselves have been using to birth each generation in the centuries after the fall of the Orokin. Equally a upshot, they have a life bike that is limited to only a fraction of a normal human being lifespan and are prone to a host of degenerative disorders such every bit decaying limbs and peel or reduced intelligence. They compensate for this past the widespread use of crude cybernetic prosthetics and robust augmentations. Indeed, information technology could exist argued that the Grineer are better at fixing broken bodies than they are at creating ones that function to begin with. Near of their equipment, weapons, and armor are technologically rough but undeniably effective, and many Tenno have fallen considering they underestimated the firepower of Grineer machines.
History [ ]
Origins [ ]
The Grineer were in one case a caste of genetically modified, purpose-bred clones of the Orokin Empire. Programmed to obey their masters, Grineer slaves were tasked to perform manual labor, gathering resources for the advancement of the Empire.[1]
During The Old War, the Orokin were desperate to defeat their Sentient assailants, and so a new breed of Grineer was created from the genes of an individual who had managed to defeat ane.[ane] These militarized Grineer would be deployed in the Orokin's state of war efforts but proved futile against the Sentient faction'southward strategies and defenses.
Eventually, the Warframes were created and led the Orokin to victory, simply to be betrayed past the Tenno that controlled these war-suits. After the plummet of the Orokin Empire, Grineer started to congregate to take over territory and applied science in one case belonged to the Empire.[ii] At some point in time, the Grineer encountered Orokin twins that helped them fight against remnant Orokin in the Origin Organisation who wanted to restore the Empire. In awe of their close kinship, the Grineer adopted them to be their queens, believing that they attained "Something more than a whole / A true understanding / Of each other soul", a quality that they aspire for.[iii]
Present-Day [ ]
Their nominal "homeworld" is a feral, overgrown Globe, over which they hold only the weakest measure of command through their attempts to poison the planet's ecology to arrive more suitable for themselves. Despite their efforts, some areas of the planet remain completely outside of their control, such as the Ostron safe oasis and trading hub of Cetus or the secret Steel Meridian enclave known as Iron Wake. Several other planets fall nether more than complete command of the Grineer, such as the planet-broad factories of Ceres and Sedna, the underwater research laboratories of Uranus, and the occupied desert cities of Mars. They also take complete command over the infinite regions around the Globe and Saturn, equally well as having outposts fifty-fifty in the outermost location of the Origin Organization, chosen Veil Proxima. Their chief fortress, the habitation of the Twin Queens, is located on an asteroid constantly moving thanks to Fomorian engines, and is probably the most guarded place of the entire Arrangement.
They are units acting on ultimate xenophobia, fueled by hereditary madness, and a burning hatred of anything and anyone not like themselves and have absolute loyalty, not different from religious fanaticism, to their Queens, although very few take really been granted the permission to run across them. In the end, should they succeed, at that place volition only exist Grineer left live in the Origin Organisation.
In boxing, the Grineer use heavy armor coupled with attrition and deadfall tactics. While they are fairly weak individually, they are a potent threat in groups, able to lay downwardly withering streams of fire at all ranges from behind cover. Specialist troops use more advanced weapons, and many are even issued comparatively advanced reactive armor and cybernetics to give them an edge.
The armor on an average Grineer deserves special mention because it makes them one of the toughest factions to face up in a battle. Coupled with several elemental resistances and the fact that even the relatively common Elite Lancer is heavily armored makes them extremely durable, with their Medium and Heavy units becoming accented bullet sponges at higher levels. Furthermore, their special corps tasked to defend their positions on space and to assault enemy ships such as Railjacks take fifty-fifty higher defenses. The Grineer as well brand notable employ of rudimentary teleportation, either to send small-scale strike forces on daring missions even within hostile territory held by the rival Corpus, or on an individual level: their Flameblades utilize it to blink close to the enemy for a vicious melee set on, and Commanders employ an ability like to the Switch Teleport of Loki to leave the victim confused and in the midst of the Grineer troops. Infamous Grineer officers who utilize teleportation are Tyl Regor, who blinks constantly to evade and confuse the histrion in his boxing, and Captain Vor, who uses teleportation in boxing to continue a distance from the role player (though the latter'south abilities might originate from his Janus Primal).
Although notoriously known for their curt lives, some selected Grineer units tin can be granted from their Queens the gift of immortality, in the form of their own claret, after facing a Warframe in battle. These super-soldiers called Kuva Liches, inherit some of the abilities of their "progenitor", every bit well as possessing a loftier level of adaptability and intelligence, making them by far the nearly powerful Grineer units to face up.
Weaponry [ ]
- Chief commodity: Category:Grineer Weapons
Fittingly for a military power like the Grineer, they take developed a broad multifariousness of weapons and equipment used in their ceaseless conflicts with the Tenno, Corpus, and Infested. This ranges from simple pistols to heavier rifles, shotguns, and car guns; to missile launchers, flamethrowers, melee weapons with superheated surfaces, hydraulically-assisted axes, hammers, and flail-like whips with hooked grinding blades.
Grineer weaponry are largely conventional or industrial in operation. Grineer aesthetics tend to apply a curved, rounded, and heavily plated spot-weld look. This is indicative of the extensive use of tough, temperature, and shock-resistant Ferrite and Alloys used in Grineer structure and manufacturing. As opposed to weapons built past the Corpus, Grineer weaponry are not laboriously bandage or machined for precision, but instead pressed from molds, apace filed down, and assembled by the billions, designed with loose tolerances to streamline the process. Many Grineer weapons also lack full stocks, and instead rely on their wielder'southward augmented forcefulness and heavy armor to absorb the recoil.
Grineer weaponry are generally not designed to be used against the Grineer since they are simply also heavy or large for other races to utilize without the aid of something like a Warframe. They are also less effective against the Grineer since they are primarily engineered to deal Impact impairment for use confronting Corpus shield systems and Slash damage for use against the Infested. Of form, Sentients with their adaptation abilities tin efficiently resist to almost every attack of a Grineer weapon, and are for this reason studied and researched on, in order to develop even more advanced applied science.
Despite their manufacturing processes being centered effectually mass-production, Grineer engineers are fiendishly clever in incorporating unusual and unorthodox ideas and new technologies into their weaponry, even if such engineering science is something they are unfamiliar with. An case of this can be seen in Captain Vor'southward Seer ; this is a long-ranged pistol with sniper optics that incorporates Orokin applied science. Other examples include the Jat Kittag - a Grineer warhammer that incorporates a series of jet engines to allow a more destructive impact.
Despite the best efforts of the Lotus, the Grineer have too developed archaic microwave and plasma-aided projectile weapons, as well equally a rifle that fires guided projectiles. These weapons are reserved for the elite of the elites amid the Grineer, such as the Nightwatch corps and the guards of their Queens' fortress.
The most powerful Grineer weapons are the ones used past the Kuva Liches, their super-soldiers, inheriting a percentage of elemental harm based on their progenitor. Some are just special variants of normal Grineer weapons, others are totally unique and with high-subversive ability, such as a bow that shoots explosive arrows or a heavy weapon normally impossible to utilize on field.
Missions [ ]
Grineer Corps [ ]
The Grineer war machine forces are divided into specialized corps depending on their field of operations and combat tasks. Equally a rule, they tend to be camouflaged for the surround they expect to be fighting in.
Infinite Marines [ ]
The majority of Grineer forces that are tasked with guarding Grineer mining and production facilities besides every bit manning their galleons. Basic in both armor and armaments, they are notwithstanding among the most adaptable of the corps.
Borderland [ ]
Grineer units specialized in the guerrilla combat of Earth's vast overgrown wood and jungle areas.
Drekar [ ]
Grineer marine units stationed at their deep ocean laboratories on Earth and Uranus.
Arid [ ]
Grineer units specialized in desert warfare such as at their colonies on Mars. Their gainsay gear has been adapted to the dusty environments with the add-on of air filtration systems and sand catching fabrics.
Tusk [ ]
Grineer units adjusted to the combat on broad-open steppes such as the Plains of Eidolon on Earth besides equally night fourth dimension engagements. By and large equipped with longer-ranged weapons than the other corps.
Nightwatch [ ]
A Grineer special operations crew tasked with elite assignments throughout the Solar system. Rarely seen merely well equipped, they utilise modified equipment to enhance their effectiveness in battle.
Kuva [ ]
The Grineer royal guard corps stationed at the Kuva Fortress tasked with protecting their Twin Queens. The only time they are assigned to other locations is during Kuva collection. Their equipment tends to favor stopping power over rate-of-fire. (Kuva Larvlings, Thralls and Kuva Liches are special units and do not fall under this category)
Kosma/Roll/Exo [ ]
Grineer units present during Empyrean missions, specializing both in back up duties aboard crewships and intervention of the Railjack.
Enemies [ ]
Grineer have a dual nomenclature system. Primarily, they are classified past their armor form - Light, Medium, and Heavy - which describe their base armor and their shared damage multipliers. Secondarily, they are classified by their part or date style. Light units primarily employ melee weaponry and rush their attackers. Medium units use rifles and shotguns and tend to find good cover and engage at all ranges. Heavy units are usually outfitted with not-standard weapons (ex: Gorgon , Ogris etc.) and typically have various roles in combat based on their loadout.
Lite [ ]
Light Grineer units mainly consist of melee units with decent impairment and low durability. Some accept special abilities.
- Main commodity: Butcher
Butchers are Grineer units that wield unmarried Cleavers. They lack the armor and ranged firepower standard Grineer units possess, making them much easier to kill; in exchange, they can movement quicker and deal more damage with their melee weapons. Butchers volition wind-up their attacks for a split 2nd, making it possible for players to dodge.
- Main article: Flameblade
Flameblades are similar to Butchers in gainsay manner and visually identical to them except for their weapon. They accept the power to teleport short distances, and their Twin Basolk deal Oestrus damage.
- Main article: Guardsman
Guardsmen are heavily augmented Grineer melee units wielding the Amphis staff. They can most ordinarily be constitute in the Grineer Shipyards on Ceres.
- Main commodity: Powerfist
Powerfists are similar to Butchers, only utilize a single Furax instead. Similar Flameblades, they tend to take cover until a role player is close, which tin can allow them to ambush players. This is further aided by their faster dart speed. Upon endmost on players Powerfists will charge their melee to inflict massive damage, and so follows information technology up with a combo of quick melee. Powerfists have a much longer charge time than Butchers, but after their long charge they will attack like normal. They can also perform a powerful basis slam, knocking enemies upward in the air and inflicting Electricity harm.
- Primary article: Scorpion
Scorpions are female Grineer units that wield Machete s. They deal high damage with their Machetes, and have a grappling hook that they can use to knock downward Tenno and drag them. The fast hooks, knockdowns and possibility of continuous claw-spamming past multiple Scorpions can make them a deadly antagonist, especially when backed upwards by other units.
- Main article: Shield Lancer
Shield Lancers are defensive Grineer units that carry large iron shields in one manus and Viper pistols in the other. They slowly press forward while firing over their shields. Nearby Grineer will often use them as mobile cover to variable effectiveness. Shield Lancers will too utilise their shields every bit battering rams to knock players off their feet, frequently doing so when a actor comes besides close. Shield Lancers often will non charge players while providing cover for allies, but will charge when the units behind them die, or move away.
Medium [ ]
Medium troops make upward the bulk of the Grineer army. They are not especially dangerous when alone, but in groups they tin can pose a serious threat.
- Principal article: Ballista
Ballistas are Grineer female person units that utilize the Vulkar for long-range support. While they take a slower fire rate than other Grineer units, Ballistas deal more than damage and are smaller targets.
- Main article: Elite Lancer
Elite Lancers are the Elite counterpart of the Grineer Lancers, and are found replacing the latter in mission levels 15 and up. Unlike the typical Lancers, they wield Hind s with a much higher damage than the regular Grakata s, as well every bit a high chance of Slash procing targets. Their armor is not only doubled in amount, but replaced by more resilient Alloy Armor compared to normal Lancer's Ferrite, the same armor heavy Grineer units often incorporate. They too have a slightly unlike helmet design, actualization to accept a hood.
- Main article: Eviscerator
Eviscerators are Grineer units that were released with the Fomorian Effect. They feature higher armor and health than the regular Grineer Lancer. The Grineer Eviscerator is equipped with the Miter that fires large saw blade projectiles, acting much similar the Glaive when thrown. The saw blades bounciness off surfaces and can be deflected by melee swings, being destroyed afterward bouncing a certain amount of times.
- Primary article: Hellion
Hellions are medium armored Grineer units which are equipped with personal jet-packs that let them to jet-jump across terrain chop-chop besides every bit hover high in the air, giving them mobility even greater than that of light units.
- Master article: Lancer
Lancers are the near basic and prevalent form of Grineer infantry. They wield Grakata s and occasionally throw Plasma Grenades. Although mostly inaccurate with their grenade throws, they can easily downwards a Warframe caught in the blast. Their armor is blue-greenish in color.
- Chief article: Scorch
Scorches are medium Grineer units resembling Troopers with blood-red and yellowish armor. Scorches wield the Ignis flamethrower, dealing massive continuous damage in brusque range every bit long every bit the victim is in range. They tin deal continuous harm and also set the histrion on fire, making them incredibly lethal in a successful ambush or when working with units such every bit Scorpions and Rollers that can inhibit player motility.
- Primary article: Seeker
Seekers are tactical Grineer units with xanthous-green armor and darker markings. Aside from using the Kraken pistol, they will likewise deploy Latchers. This ability makes them unlikely to blitz into the front end lines like any regular Grineer unit. More durable than regular Grineer Lancers, these can be versatile opponents.
- Principal article: Trooper
Troopers are the shotgun-wielding counterpart to the Lancer. Armed with various shotguns, including Sobek s (and previously used Strun s, which they are shown holding in the Codex), they lack the accuracy and range of Lancers and outfitted in more heavily armored yellow attire. This makes them comparatively more constructive in shut quarters, with shotguns and higher armor.
Heavy [ ]
These units are the strongest and toughest of the Grineer. Apart from the Grineer Commander, these units don't accept reward of cover. Virtually Heavy Grineer cannot seem to retaliate while under attack, showing vulnerability to status effects; therefore information technology is possible to dispatch lone Heavy units hands with sustained firepower. Heavy units typically accept pregnant base Health and armor.
- Main article: Bailiff
Bailiffs are heavily armored Grineer melee units introduced in the Project Undermine Tactical Alert. They are rare simply dangerous units, capable of dandy through crowds and soaking upwards Corpus fire. Throughout the Tactical Alert, they are considered to be the Grineer reply to the Corpus Isolator Bursa. The Bailiff wields a custom-colored Jat Kittag , which they use during boxing, and wears heavier frontal armor that bears resemblance to a hockey goalie.
The base variant can be rarely plant in the Kuva Fortress.
- Main commodity: Bombard
Grineer Bombards wield the Ogris , whose projectiles have a minor homing ability; these rockets can be shot down. In larger areas, their rockets are more than easily avoidable, but they can exist quite unsafe in enclosed areas, due to the 4m smash radius of the rockets. They tin be identified past their white/grayness armor. They take a significantly high corporeality of armor, which makes virtually weapons without Puncture damage nigh useless.
Like other heavy Grineer units, Bombards tin can too perform seismic shockwaves when players go also shut, knocking them down with a radial blast. This ability has a long cooldown and tin can be used more than than once over a long period of time.
- Main article: Commander
Commanders have much greater health than regular Lancers. They have the ability to Switch Teleport a targeted histrion; often, a Commander will teleport the player into the middle of a grouping of Grineer, causing some disorientation in the process. Unlike Loki 'southward ability, a Commander's Switch Teleport can work through walls and doors and has a slightly longer duration stun.
- Master article: Drahk Master
The Drahk Master is a Grineer unit who can summon Drahk, savage quadruped beasts that volition attack their chief's enemies.
- Principal article: Aristocracy Shield Lancer
Elite Shield Lancers are defensive Grineer units that conduct big bulletproof shields in one paw and a Tonkor in the other. They are larger and more than durable than their normal Shield Lancer variant and bear a shield with a singled-out yellow coloring.
- Main commodity: Heavy Gunner
Heavy Gunners are cybernetically-enhanced female Grineer heavy infantry armed with Gorgon machine-guns. Identified by their taller, thinner frame and female person voice, Heavy Gunners are capable of laying down suppressing fire to support their teammates. If left unchecked, they tin tear through players' shields and wellness very apace, especially on Warframes with lighter armor.
- Main commodity: Hyekka Principal
The Hyekka Master is a Grineer unit who tin summon Hyekka, savage Kavat variants that volition set on their master'south enemies. They also wield the Ignis and throw firebombs that leaves areas of fire.
- Main article: Manic
Dashing in for quick strikes earlier falling back to the shadows, the Grineer Manic is hard to catch and mortiferous to ignore. Although merely a few Manics volition spawn in a given Grineer mission, its speed and damage make information technology a devastating enemy to face up.
- Main commodity: Manic Bombard
Manic Bombards are modified Grineer Bombards developed by Tyl Regor, introduced in the Performance Tubemen of Regor Event as the effect'south primary mission target. Afterwards Update 17.0 (2015-07-31), they can be encountered primarily on Uranus Sabotage missions, though they may occasionally spawn exterior of them.
- Main commodity: Napalm
Napalms are yellow/cerise jacket-armored Grineer using incendiary grenade launchers that shoot slow, incendiary explosives, which exit temporary fire hazards when they explode. These hazards deed like Ember'southward Fireball ability making them very dangerous in confined spaces. Their flame attacks also have a Heat AoE explosion in the range of 4m radius, allowing them to striking fifty-fifty the most agile players.
- Main article: Nox
The Nox is a type of Grineer "Chem Strike" unit. They wield a toxicant-filled heavy gun that shoots blobs of toxic sludge which stick to targets and surfaces before exploding. Bloated and disfigured by the very chemicals they wield in combat, these fell warriors wear rough, heavily armored suits that both protect them and serve to contain the noxious clouds they emit. Breaking the glass comprehend protecting their heads both releases this poisonous aureola and exposes them to headshots. Beware of their final moments however, equally they explode into a lethal cloud upon death.
Arena [ ]
Executioners are Grineer warriors consigned to the service of Kela De Thaym, responsible for enforcing her dominion in Rathuum. Armed with a variety of deadly weapons and skills, Executioners ensure that the accused on trial are given swift and fell deaths.
- Main article: Executioner/Dhurnam
Dhunam loved to hurt things. As a Grineer officer, he inflicted hurting at whatever possible opportunity. And then when he heard about Tyl Regor's experimental body augmentations, he clamored to become a bailiwick. He didn't care about side effects, anything to become stronger.
The experiment left him sluggish and unresponsive. Weak of voice, he whispered for death. Instead, Regor ordered him beaten. The pain brought Dhurnam to life. He became a animal, eviscerating the unfortunate things sent to injure him. Regor was pleased.
Merely the experiment was only a partial success. Without pain, Dhurnam grew weak again. Unfit for regular duty, the pits of Rathuum became his new home. The only place where he could observe the steady diet of torment and suffering needed to survive.
- Main commodity: Executioner/Dok Thul
Once a medical officer under Sargas Ruk, Thul failed to save the life of ane of his favoured officers. Thul was "reassigned" to service under Kela as an Executioner of Rathuum. He has managed to survive under the protection of his allies, who value his medical skills.
- Chief article: Executioner/Garesh
The sole survivor of a frontier battalion that was eradicated by a lone Tenno, when Garesh eventually returned to civilisation, he was tried as a deserter and sentenced to decease past Rathuum. To anybody'southward surprise he killed all his Executioners and was granted pardon on the condition that he himself get an Executioner. Garesh yearns for the day when he can punish a Tenno.
- Main article: Executioner/Gorth
Gorth was a distinguished member of the Nightwatch Corps, but when he unwittingly killed a close ally of Lech Kril for stealing supplies he faced political fallout that destroyed his career. Exiled from armed forces service, Gorth now seeks to redeem his honor every bit an Executioner of Rathuum.
- Main article: Executioner/Harkonar
Olka Harkonar hails from the Harkonar Production Zone. She is one of the few nobles not satisfied by merely watching her weapons wreak havoc, she needed to join the fray. So Olka Harkonar became an Executioner of Rathuum, vowing to prove the might of Harkonar weapons and armor with every judgement she made.
- Main article: Executioner/Nok
Nok led a decorated career in service to Captain Vor, tasked with routing out whatever weak or anarchic influences within the ranks of the Grineer army. After many years of loyal service, the degenerative furnishings that plague all Grineer began taking their toll on Nok. With Vor's approving, Nok was granted exit to spend his remaining days punishing Grineer in the court of Rathuum.
- Principal article: Executioner/Reth
Reth was in one case a elementary labourer working in the shipyards of Ceres. He often wondered how lethal the equipment he worked with could be if he fabricated only minor tweaks to its design. After a series of escalated killings his handiwork was discovered past his superiors. Rather than run a risk existence captured, Reth fled to Kela, where he now tests his latest machinations in the service of Rathuum.
- Main article: Executioner/Vay Molta
In return for a substantial donation to his campaign, Vay Hek consigned one of his most vicious clones to Kela's service. Vay Molta has become a oversupply favorite with her modified Jat Kittag.
- Primary article: Executioner/Zura
Not much is known about the mysterious Zura. She appeared in the fighting pits with her Hyekka and carved a bloody path through the opposition. The oversupply always roars with pleasure when Zura steps into the fighting pits.
Utility [ ]
The utility enemies of the Grineer are dangerous in their ain right, such as the Roller, one of the well-nigh infamously annoying enemies in the game.
- Principal commodity: Arc Trap
Similar to the Nervos Mine, theArc Trap is aGrineer device that attacks hostiles within 8 meters via an Electricity arc. The trap tin can exist destroyed by your weapons, generating a burst of electricity that amercement and stuns nearby opponents and allies. They will also destroy themselves later on 3 seconds of continuous shocking. They were added inUpdate 12.v (2014-03-19) as a replacement to Broken Lights.
- Main commodity: Drahk
The Drahk is a quadruped brute bred by the Grineer for use in gainsay. Its behavior is largely like to Feral Kubrow.
- Chief article: Hyekka
The Hyekka is a Kavat breed developed past the Grineer for use in combat. It appears to be a hairless version of the Kavat, with a stubbier snout and a stouter advent. In improver, information technology only has 1 tail, every bit opposed to the many feathered tails that usually adorn the rears of feral Kavats.
- Principal article: Latcher
Latchers are modest autonomous grenades deployed by Grineer Seekers that will chase a player in an attempt to latch onto them and and so detonate. Latchers tin can be destroyed before they reach their target, merely their small size and speed brand them very hard to shoot. If one is attempting to shoot a Latcher preemptively, the ideal situation would be to stand on a platform tall enough to avert their jump height, as they occasionally stop moving when they cannot reach their target. If the Latcher latches onto you, you tin remove them by rolling (default Shift ).
- Primary article: Ability Carrier
Power Carriers are special units institute merely on Excavation and Revolt missions. These units are mostly identical to their standard base units, though they characteristic profoundly improved wellness, and visibly carry Power Cells on their backs. Killing these units will brand them drop the Power Cells they deport, allowing Tenno to recover them for employ in powering their Excavation machines or Med Towers. The Grineer version are based off Lancers, the Corpus version are based off Crewmen, and the Infested ones are based off Mutalist Ospreys.
- Main article: Regulator
Regulators are floating Grineer back up drones plant in Grineer Settlements. They tin can be deployed by any Grineer units and their propaganda broadcasts provide allies effectually them with a buff like to Rhino 's Roar . This will give the units in range a fifty% impairment increase, a speed vitrify, and disrupt the actor'due south mini-map.
- Chief article: Roller
Rollers are elementary Grineer machines that resemble larger-sized Latchers. Dissimilar their smaller counterpart, Rollers volition spring at players, bludgeoning and staggering them, and volition continue to attack the player until they are destroyed. Rollers are sent as a syndicate decease squad by Steel Meridian.
- Chief article: Sensor Bar
Like in nature to Corpus Laser Barriers, the Grineer Sensor Bar is located higher up some doorways in the Grineer Galleon tileset. It projects a field across the opening of the door which will bargain impairment and inflict a Magnetic proc, draining energy and temporarily reducing shields. Destroying the green sensor light will disable it, allowing safety entry.
- Main article: Grineer Target
The Grineer Target is the objective of Grineer Capture missions. In that location are 6 different types of targets that are variations of normal Grineer units with different color schemes, with the default Grineer Target being the exception. Some of these targets accept their own special abilities. Each Target is armed with dissimilar weapons.
They drib small amounts of credits when shot or meleed.
- Main article: Warden
Wardens are special units that appear in Rescue missions, tasked with protecting prison complexes where hostages are kept. They appear as Heavy Gunners or Ballistas for Grineer missions, Corrupted Heavy Gunner for Orokin Moon missions, and Sniper Crewman and Corpus Tech for Corpus missions, and are more durable than normal units. They are all the same highly vulnerable to stealth attacks and takedowns.
Defenses [ ]
Various defenses are utilized by the Grineer, ranging from pre-spawned turrets or inflatable, deployable cover.
- Main article: Blunt
The Blunt is an detail occasionally carried by some Grineer units during missions, visible as a large backpack with orangish lights. When deployed, the Blunt inflates into a modest, blackness barricade that Grineer units can utilise as cover to defend from enemies, and which tin can exist deployed anywhere on the map. The Edgeless itself has a limited corporeality of health (which depends on the level of its user), and different environmental cover tin can be destroyed merely only with melee attacks. A Blunt can just be deployed once per unit and in one case deployed it will slowly start to "debunk" (lose health) on its ain.
- Main article: Rampart
Ramparts are emplaced defensive turrets found on Grineer missions, armed with twin heavy auto guns to appoint enemies. Different other types of environmental defenses, Ramparts can be directly controlled by Tenno players past mounting inside them with the Utilise primal (default Ten ), allowing them to use the Rampart's guns. While Ramparts are rooted to their positions, they can be aimed at nearly every direction.
Ghouls [ ]
The Ghouls are hastily-bred Grineer clones grown in diapause numberless dropped in from infinite and buried in the ground. These plain-featured monstrosities may be defective in typical qualities like intelligence, sanity or longevity, merely their sheer numbers, ferocity and deadly weapons more than brand up for it. With paralytic blood, ghouls remain a threat even later on they have died.
- Main article: Ghoul Auger
The Ghoul Auger is a Grineer Ghoul armed with drills that allow it to quickly dig hole-and-corner and ambush their foe. Fastened to these weapons are fuel canisters, doubling as a flamethrower. As with all Ghouls, on death they will release a cloud that inflicts Cold and Toxin .
- Chief commodity: Ghoul Devourer
The Ghoul Devourer is a Grineer Ghoul that is considered Vay Hek's personal favorite. Despite its massive girth, it is armed with a powerful wrist-mounted hook that allows information technology to close the distance between it and its target. Every bit with all Ghouls, on death they volition release a cloud that inflicts Cold and Toxin .
- Primary article: Ghoul Expired
The Ghoul Expired is a Grineer Ghoul that suffered from malnutrition or poisoning during the early parts of its evolution, causing their nervous systems to drive them forward and function as an ideal suicide troop. Aiding them in this task are a pair of shields with multiple bomblets strapped on. Equally with all Ghouls, on death they will release a cloud that inflicts Common cold and Toxin .
- Main article: Ghoul Rictus
The Ghoul Rictus is a Grineer Ghoul armed with a Ghoulsaw . These saws tin can be ejected like to the Panthera 's Alternate Burn, traveling a distance before returning to them. The Rictus also has the uncanny ability to ride on the ejected saws, allowing them to approach and ram their enemies from afar. Every bit with all Ghouls, on death they will release a cloud that inflicts Common cold and Toxin .
Archwing [ ]
These are troops which are deployed in the Archwing game way.
- Main article: Dreg
- Chief article: Lancer Dreg
The Lancer Dreg is a variant of the Dreg equipped with a laser cannon that deals Radiations damage.
- Master commodity: Temporal Dreg
The Temporal Dreg is a variant of the Dreg. Despite being unarmed, the Temporal Dreg can employ a tractor axle that locks on to Tenno, preventing them from sprinting. The tractor beam can exist dispelled by destroying the Temporal Dreg or cover blocking it and the actor.
- Chief commodity: Ogma
The Ogma is a Grineer heavy space combat pod with heavy armor and weapons.
- Principal article: Dargyn (Enemy)
The Dargyn is the basic Grineer flying skiff. Near normally found in Archwing missions, it is piloted by a Grineer trooper behind an armored shield, and carries a light machine gun to strafe enemies at range. The variants constitute on the Plains of Eidolon can exist commandeered by players.
- Main commodity: Hellion Dargyn
Hellion Dargyns are Dargyns equipped with guided missile launchers, which they can burn down in salvos against enemies.
- Master article: Shield Dargyn
Shield Dargyns are Dargyns that mountain energy shield emitters that heighten their protection from the front end. They also carry triple-barreled pulse cannons that deal more damage than the Dargyn's machinegun.
- Main commodity: Shield-Hellion Dargyn
The Shield-Hellion Dargyn is a tougher version of the Hellion Dargyn that mounts the same defensive shield found on Shield Dargyns.
Submersibles [ ]
These troops appear in the Submersible Archwing portions of the Grineer Sealab tileset.
- Main article: Draga
Draga are the simplest and most-common of the aquatic enemies which can spawn in underwater areas of the Grineer Sealab tileset. They wield the Harpak and usually movement fairly slowly through the water, though they will move faster upon spotting a role player.
- Primary commodity: Darek Draga
Darek Draga are a more dangerous foe than the Draga, due to their usage of the Kulstar cluster-rocket launcher, which can be rather difficult to dodge due to a combination of Archwing movement-methods and the frequently-cramped surround of the submerged caverns below the Grineer Sealab tileset.
Too, when alerted, the Darek Draga releases a cloud of dark-brown smoke, limiting visibility of it and nearby Draga, Shock Draga and Sikula, which can prove fatal if caught in the cloud, due to the Sikula'due south mines.
Potential threat to players if they are defenseless unaware, are in an enclosed space or if they are preoccupied with other enemy units.
- Main commodity: Stupor Draga
Shock Dragas are an Archwing enemy found in the Grineer Sealab tileset. Wielding the Sydon trident, they can fire an arc of Electricity that deals constant harm.
- Main article: Sikula
The Sikula is a very small aquatic minelaying drone found in Grineer Sealab submersible missions, which can quickly saturate the surrounding area with mines if ignored in favor of killing the enemies actively shooting at the histrion.
Empyrean [ ]
These units appear in the Empyrean game mode. Kosma units are deployed on World Proxima, Gyre on Saturn Proxima and Exo on Veil Proxima. Nigh all the units have Aristocracy counterparts appearing in higher-level missions.
Fighters [ ]
Unmarried person attack crafts, attack in waves.
- Chief article: Cutter
Cutters are Grineer fighter craft in Railjack missions. They announced in large groups, mainly focusing on swarming a player's Railjack and weakening their defenses. Their hulls are weak and tin can exist taken down adequately quickly with the ship'southward turrets. Their defenses are near impenetrable if using an Curvation-gun that is not stiff enough, and a directly approach should be taken into consideration before deploying out of a Railjack. There are 3 types of cutters that will exist encountered over the grade of progressing through the Proxima planets of the Origin Organization that have varying color palettes equally well as unique drop tables.
- Main commodity: Flak
Flaks are Grineer fighters in Railjack missions. They appear in medium groups, mainly focusing on dealing loftier harm to the Railjack. Their hulls are stronger than other interceptors, but they can be taken downward in a reasonable amount of time with the send's turrets. Their defenses are most impenetrable if using an Curvation-gun that is not strong enough, and a straight arroyo should be taken into consideration before deploying out of a Railjack. There are three types of flaks that will be encountered over the course of progressing through the Proxima planets of the Origin System that accept varying color palettes as well equally unique drop tables.
- Main commodity: Taktis
A Taktis is a type of Grineer fighter in Railjack missions. They announced in small to medium groups, mainly focusing on dealing long-distance damage to the Railjack. Their hulls are weak, and they can be taken downwards fairly quickly with the ship'southward turrets. Their defenses are near impenetrable if using an Curvation-gun that is not stiff enough, and a straight approach should be taken into consideration before deploying out of a Railjack. At that place are three types of taktis that volition be encountered over the class of progressing through the Proxima planets of the Origin Arrangement that have varying color palettes equally well equally unique drop tables.
Heavy Fighters [ ]
Feature higher armour and have more powerful, unique ways of attacking.
- Main article: Outrider
Outriders are Grineer heavy fighters encountered in Railjack missions. They are equipped with heavy armor, making them most impervious standard weapons fire. They can only easly be destroyed with Munitions, or by specifically targeting the glowing weakpoints located on their fuselage.
Crewships [ ]
Heavily armoured and almost bulletproof to normal attacks, these ships feature a crew and can deploy Ramsleds.
- Main article: Gokstad Crewship
Gokstad Crewships are heavily armored Grineer troop transport ships, found in Firmament missions, that can simply be destroyed by the Railjack's Frontward Artillery or internal reactor demolition. They sport homing missiles commanded from three posts, and tin can be boarded to take command of those posts, pilot the transport, or destroy the central reactor. In add-on, they can fire up to four Ramsleds in an effort to board the thespian's Railjack.
- Chief article: Skold Crewship
Skold Crewships are Grineer troop transport ships in Firmament missions, largely identical to the standard Gokstad Crewship but with the improver of shields that protect it from virtually threats. They are currently simply found in the Veil Proxima.
Utility [ ]
- Main article: Ramsled
Ramsleds are Grineer boarding capsules in Empyrean missions. These capsules will home-in on Railjacks, and on standoff will deploy Grineer coiffure to assault the Railjack from within. Each Gokstad Crewship and the mission's Betoken of Interest(south) volition deploy up to 4 Ramsleds.
Cephalon Cy volition announce when a Ramsled has been deployed, and if the boarding political party has successfully entered the Railjack.
Bosses [ ]
- Principal article: Bosses
Bosses are officers within the Grineer faction.
- Main article: Captain Vor
Captain Vor is the Grineer officer responsible for the players' awakening in the opening moments of WARFRAME. He is 1 of the few figures in the Origin System that understand ancient Orokin technology, and is capable of utilizing it and merging information technology with Grineer engineering to create offensive weapons such every bit his trademark Seer pistol and his armor, powered by a Void Key that he refers to every bit the "Janus Cardinal", which too grants him a powerful ranged beam attack, impenetrable shielding and the ability to teleport.
- Main article: Councilor Vay Hek
Councilor Vay Hek is the Grineer boss of Earth. He is amid the most influential and dangerous Grineer, being responsible for the Cicero Toxin to poison Earth's forests, the reconditioning of the psychotic and highly ambitious The Grustrag Three soldiers, the Balor Fomorian warships that can destroy capital ships and Relays, and the animalistic and hastily bred Ghouls.
Vay Hek is fought on Oro, Earth, which tin be accessed only by players of Mastery Rank 5 or higher. Upon defeating him and completing the mission, players will receive Hydroid component blueprints.
- Main article: General Sargas Ruk
General Sargas Ruk is the Grineer boss of the Saturn system. The head of one of the Grineer Artifact extraction projects, Sargas Ruk was targeted by the Lotus for annexing Tenno-controlled dig sites. Ruk enjoys Grineer augmentation, even going as far equally replacing the lower part of his right arm with a massive flamethrower and his normal vision with a single augmentation in the center of his helmet.
Ruk is fought in the mission Tethys, Saturn. After defeating him and finishing the mission, the thespian will receive an Ember component pattern. He has an increased chance to drib an Orokin Cell upon decease since information technology tin also drop it as a normal planet resources.
- Main article: Kela De Thaym
Kela De Thaym is the Grineer boss of the Sedna organization. Bloodthirsty and sadistic, she owns the combat arena known as Rathuum where Grineer defectors are forced to fight for their freedom confronting her Executioners, to the delight of her audition.
Kela is fought on the mission Merrow, Sedna. Later defeating her and finishing the mission, the histrion will receive Saryn component blueprints. She will too drop an Executioner-themed mod and has a run a risk to drib Twin Kohmak blueprint and an Orokin Cell upon death.
- Primary article: Lieutenant Lech Kril
Lieutenant Lech Kril is the Grineer boss of Mars, and a dual boss on Ceres alongside Captain Vor. A revered war hero clad in bulletproof armor and armed with a Gorgon and his signature Brokk hammer with Cold / Heat abilities, Lech Kril is a formidable antagonist for anyone who opposes him.
- Main article: Sprag
Sprag is a Grineer Field Boss unit first introduced in Operation Gate Crash and at present regularly encountered in Orokin Sabotage missions where Grineer are the dominant enemy. She, forth with Ven'kra Tel, guard a Void Primal necessary to close the Void Portal.
She possesses a jet pack identical to that used by Hellions that grants her excellent mobility, and can utilise her Manticore Axe and special melee abilities to engage Tenno in close combat.
- Main article: Tyl Regor
Tyl Regor is the Grineer dominate of the Uranus system. As the head researcher of Grineer gene repair, Regor works to remove the Cloning Decay Syndrome on his brethren, making strides through his "tubemen." Regor is fought in the mission Titania, Uranus. After defeating him and finishing the mission, the actor will receive Equinox component blueprints.
- Principal article: Ven'kra Tel
Ven'kra Tel is a special Grineer Field Boss unit first introduced in Operation Gate Crash and now regularly encountered in Orokin Sabotage missions where Grineer are the dominant enemy. She, along with Sprag, guard a Void Key necessary to close the Void Portal.
She possesses a blue jet pack identical to that used by Hellions that grants her excellent mobility, and can use her Vulkar and other ranged special abilities to engage Tenno from afar.
Kuva Liches [ ]
- Main article: Kuva Lich
- Principal article: Kuva Lich/Main
Kuva Liches are Grineer super soldiers that have been spiked with their Queens' Kuva, rendering them all but immortal. Kuva Larvlings that accept the potential to get Liches are infused with the "sometime blood", and are armed with advanced Kuva weaponry and elite Thrall troops.
Acting as nemeses of the individual Tenno whose deportment in battle take caused them to rise, Liches constitute a foothold in the Star Chart. From at that place, they hinder the progress of the Tenno, seizing a portion of the loot gained from missions. Their Kuva-originated powers grant them invincibility in battle, that can only be cleaved by the Tenno who they are bound to - past discovering a sequence of enigmatic phrases inscribed on Requiem Mods, which the Tenno must unearth and apply to their Parazon in corresponding society, thus existence able to purify the Lich's Kuva and permanently sever their Continuity. Every Kuva Lich has a unique name and various randomized properties.
- Main commodity: Kuva Larvling
A Kuva Larvling is a unique Grineer enemy that can spawn on whatever regular level 20+ Grineer mission. They can be mercied at low health to spawn a Kuva Lich.
Kuva Larvlings volition only spawn after you accept completed the The State of war Within Quest.
Subsequently the screen flashes in any level xx+ Grineer mission, players are required to impale at to the lowest degree 10 enemies in under 1 minute for the Kuva Larvling to spawn.
Grineer Language [ ]
- Principal article: Grineer Language
The Grineer speak and write in a heavily corrupted class of English language, intermixing grunts, simplified terms, and onomatopoeia into their writing and naming conventions likewise equally a form of substitution that highlights their degenerative spoken language impediments.
They employ their ain unique fix of barcode letters with dot-matrix-styled 'cuts' made along its edges (left for messages, right for numbers), to various depths. A dot nowadays under each letter'due south bottom-right corner helps to determine the correct orientation and makes information technology easy to tell if the text has been flipped or rotated.
In many cases, Digital Extremes did not intend for this script to be translated and read past players. Therefore, many cases of text longer than a few words (such every bit the readouts on monitors) tend to be random letters strung together and occasionally flipped or rotated. Since the dot-marks are supposed to exist on the bottom-correct, it is like shooting fish in a barrel to tell when this has been done.
Trivia [ ]
- Before Update ten.0 (2013-09-thirteen) was implemented, the Grineer troops used to speak fluent English, which was and so changed to the Grineer language in order to retain the lore of the Grineer aggressively disliking annihilation non Grineer.
- One of the more infamous phonation lines from pre-Update 10.0 (2013-09-13) Grineer was "Combat formation Bravo!". It was jokingly explained past a DE staff member that a central requirement of Formation Bravo is to never mention anyone's mother. Other joking fan interpretations of Formation Bravo refer to the "enemy tower" bug, where enemies would spawn on each other's heads.
- Other popular lines from pre-Update 10.0 (2013-09-13) were "Stay shut to the walls." and "Hey, leave my mother out of this."
- So far, the Grineer are the only voiced faction to have a stiff direct aggression confronting the Tenno, speaking their proper noun during their attacks in their linguistic communication.
- They also have been heard maxim Waframe, as in Warframe, when spotting one themselves.
- The aforementioned applies to many phrases the Grineer use, such as yelling "attaf!" instead of "attack!" and "ket clem!" instead of "get them!" (The Grineer give-and-take "clem" has been created into a fictional fan grapheme whose name is the word itself. DE has stated in a Devstream that he is the Medallion Merchant for the Steel Top in their syndicate room equally well.) Clem was subsequently added to the game as a total character.
- In essence, Grineer still speak English language, but since Update ten.0 (2013-09-13), it has been adapted to account for their decomposable mankind and how that might bear upon their voice communication, essentially giving them a spoken communication impediment.
- In a Devstream, DE has stated that the Grineer are British. However, this might only be a joke regarding their linguistic communication and their loyalty to the Twin Queens. They also share similarities to the Lasrian troops from Dark Sector.
- When playing an Invasion mission, while the player has sided with the Grineer, they still will cry out quotes similar "Tenno Scum", because although the AI is allied with the histrion the vocalism choices withal do non alter. The aforementioned goes with Shadow Grineer, shouting at other Grineer the same anti-Tenno aggressive lines.
- The Corpus nicknamed the Grineer equally the "dogs", not because of their degraded appearances but to their attribute of extreme servitude towards their leaders (and possibly creators), the Twin Queens. This was mentioned by Alad V during The Gradivus Dilemma.
- Their name "Grineer" seems to be a portmanteau of the words "Genetically" and "Re-engineer" which makes sense given the lore behind them.
- The name "Grineer" may too be derived from the title of a folkloric monster known as Seigneur du grenier, a French version of the Bogeyman myth.
- In Update thirteen.2 (2014-05-01), the female person Grineer received an audio overhaul. Speaking in a deeper and more aggressive tone, with long pauses and slurs, adding viability to their genetic deterioration.
- Despite the Grineer beingness a xenophobic race, in the trailer for Vor's Prize, which was shown at the stop of Devstream 32, Helm Vor and the Twin Queens are heard speaking in English language. Sargas Ruk and a number of other notable Grineer speak the language as well.
- Kuva Liches can speak English as well, but couldn't in the form of Kuva Larvlings. Information technology is unsaid information technology is an effect of the whole immortalization process, existence gifted with a superior body and intelligence.
- Every bit evidenced by Grineer Lancer's Synthesis imprint, the Grineer existed in the same time period as the Orokin. This is further confirmed by the Arid Eviscerator's imprint, which as well confirms the Orokin created the Grineer for slave labor. Originally clone servants used for hard labor, they were militarized past their masters in a desperate effort to vanquish their enemies in the Sometime War.[4]
- The Operator will also mention that "the Grineer used to exist builders."
- Co-ordinate to the Landing Craft's Scanner, the Grineer use Solar Track, mayhap in a sort of ongoing partnership with the Corpus (who are known to be the faction decision-making the transport network) or a fraction of them; while the Rail Command dispatcher's voice sounds closer to Corpus, he e'er closes his communications with "Glory To The Queens". They too command mining colonies by attacking them and killing anyone that opposes them (e.g. Rebels).
- For some reason well-nigh all of the Drekar Grineer units have the Operator heart guard cosmetic on their left eye.
- In a new Warframe trailer aired during TennoCon 2019, a Grineer depicted in the trailer shows no sign of genetic deterioration, whose concept art was later shown during Devstream 129.
- The event in the trailer is presumably at least a millennia before the Tenno went into their long stasis sleep and awakened at the electric current timeline.
- On Grineer missions/maps, whistling can occasionally be heard in the groundwork. This is reinforced when Hyekka Masters are nearby, who occasionally whistle the offset few bars of "Iii Blind Mice."
- Grineer can be considered as a form of cyborgs. Most of them take been contradistinct with mechanical prosthetics and rough cybernetic augmentations. Simply higher ranking Grineer having robust cybernetic augmentations like Vay Hek.
- Grineer seem to showroom some grade of sexual size dimorphism in their species, with female individuals being taller and stronger while requiring less armor than most of their male couterparts equally seen with Heavy Gunners, Ballistas, and Kela de Thaym.
Media [ ]
References [ ]
- ↑ 1.0 1.1 Lancer Synthesis imprint
- ↑ Guardsman Synthesis imprint
- ↑ Kuria verse form
- ↑ Alluded to in Lancer Synthesis imprint
Patch History [ ]
Hotfix 30.7.6 (2021-09-23)
- Fixed Grineer enemies hiding behind cover for also long.
Update 30.five (2021-07-06)
- Fixed Grineer enemies getting stuck in implacements when you lot flank them and they endeavour to plough to face you.
Hotfix 28.0.6 (2020-06-24)
- Fixed an outcome in the Grineer's genetic code where dying while frozen resulted in their face floating a meter abroad from their caput.
Update 27.2 (2020-03-05)
- Added new Elite Shield Lancers to Asteroid, Forest, Shipyard and Galleon missions that have level 25+ Grineer.
- Added new "hitting reaction" animations to Grineer enemies!
- Before this change Grineer would only "flinch" when attacked - Now, with the updated hit reactions, it'll be much easier to come across when an enemy has been striking. These hit reactions are also much more dynamic to ameliorate your Grineer crushing experience.
Update 27.0 (2019-12-13)
- Kosma, Gyre, and Exo units introduced in the Empyrean.
Update 22.0 (2017-10-12)
- Tusk units introduced in the Plains of Eidolon.
Update 19.0 (2016-11-eleven)
- Kuva units introduced in the Kuva Fortress.
Update 17.0 (2015-07-31)
- Drekar units introduced in the Grineer Sealab tileset on Uranus.
Update 11.v (2013-12-nineteen)
- Frontier units introduced in the Grineer Forest tileset on Earth.
Update 10.0 (2013-09-13)
- All Grineer now speak "Grineer", a language capable of communicating their barbaric ways!
- Added all-new Male person and Female person Grineer gainsay VO!
Update 9.5 (2013-08-09)
- Arid units introduced in the Grineer Settlement tileset on Mars.
See Also [ ]
- Grineer Language
- Enemy Behavior, including tips and tricks on how to know your enemy.
- Factions
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Source: https://warframe.fandom.com/wiki/Grineer
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