Napalm

These red-armoured Grineers use incendiary grenade launchers that shoot flaming projectiles, which leave temporary balls of flames where they explode. These ball act like Ember 's Fireball These can be very dangerous in confined spaces, as there is increased difficulty in avoiding the flames. Their flame attacks have a very large AoE burn around the explosion, making it nearly impossible to avoid, although this burn is not as damaging as the actual balls of fire. This AoE burn can penatrate even the largest Snow Globe.

Grineer Napalms shoot/aim very slowly. In a close quarters combat situation is it best to keep moving quickly and attack them from a distance.

As with most heavy Grineer units, Grineer Napalms are also immune to Stealth Attacks, which will damage their shields but will NOT kill them.

Tactics

 * Grineer Napalms have larger AoE explosives than those of the Grineer Bombard.
 * Their flames hazards remain roughly around 15 seconds before expiration.
 * Like the Bombard, they tend to slam the ground whenever enemies get too close. Afterwards, they shoot repeatedly to knocked-down targets.
 * Their flames can destroy Sentinels with ease if unattended, this includes their DoT flames.

Trivia

 * Their grenade launchers look similar to the Torid rocket launcher, despite the weapon leaves Poison AoE.

Bugs

 * Like the Grineer Commander, when killed, their helmets occasionally turn from red to light green, similar to those of Grineer Lancer.