Unit Ability Classes:

Unit Ability Classes (UAC's) determine what abilities any given X-01 unit will possess. All UAC's are compatible with any X-01 chassis (Mech or Femme) and a unit can have up to a total of 3 individual classes, in which each one will separately affect the overall appearance, abilities and personality of the unit. And unless specified all units are humanoid and bipedal (walks on two legs and mostly resembles a human).

UAC's are personally assigned to each unit by Aurora Europa upon the units first creation and remain a key part of the sparks system configuration. If a sparkling is conceived and birthed from a unit then the UAC's from the carrier unit will be transferred over to the new unit.

The Universal Lethality Rating (ULR) shows how lethal any given species/race/or individual is. An automaton units rating can vary slightly depending on their personality and set classes. (For scale the entire combined military force of Earth measures to a total of 3/10.)

These descriptions are just a general explanation of the UAC's main purpose, and does not include everything that the UAC could be used for.

The different types of X-01 Automaton UAC's

Creation/Synthesis: An automaton that has the ability to manipulate atomic structures, thus allowing the unit to create, destroy, or manipulate any nearby physical object.

Creation units are the epitome of combat efficiency as they can create impenetrable strongholds, mass weaponry, all while being able to turn an entire army to dust in the blink of an eye.

ULR Class Rating:- 10/10.

Polarity: An automaton that has the ability to manipulate magnetic fields, thus allowing the unit to move, crush, or reconfigure different forms of magnetized metals. Polarity units are capable of flight by repelling themselves off of naturally occurring magnetic fields in their environment.

Polarity units are very useful when it comes to ordinary combat due to most armies using metal in some shape or form for there troops and weaponry. However, since other X-01 automatons do not possess any metal on their frame this class is powerless against such enemies, and the unit will have to come up with other creative and resourceful tactics for dealing with such adversaries.

ULR Class Rating:- 9.5/10.

Mimic/Disguise: An automaton that has the ability to change its chassis outward appearance to directly disguise itself as another person/living being, thus becoming an exact copy of the desired person, including taking on the individuals outward appearance and voice.

OR

The unit can choose to mimic a chosen species. The unit will transform into an infant version of the creature, going through all the stages of its natural development at an accelerated rate. During this youth state the unit will have reduced intelligence and memories until it reaches adulthood at which point the form will cease aging for however long it's used. Using the mimic method is risky as the transition from infant to adult takes about a week, making the unit extremely vulnerable during this time. Once a unit has mimicked into an infant form it must wait until full development is complete before being able to revert back into its automaton form. Mimic forms are not designed to 100% copy any specific individual as this takes way to long and isn't good at creating exact copies, instead mimic forms are good for coexisting with any given species all while making the inhabitants think that the unit was like that from birth.

Each mimic form can be used as much as the unit wants, and once a particular mimic form reaches adulthood it will remain that way for a certain length of time (3 months) if it is not used within that time it will revert back to infant form when next used. When a mimic form reaches adulthood the units memories are slightly altered to make it believe that it is 100% of that particular species, and only after extended periods of time, or the presence of there sparkmates/sparksisters will the full extent of the unit's memory return.

Mimic/Disguise units can only become other creature/species that are intelligent and capable of speech, thoughts, ideas, and opinions. In short these units cannot become regular animals. Mimic/disguise units are also able to fly if they take on a form that has wings or is capable of flight by some other means.

Mimic/Disguise units are extremely mixed when it comes to combat, due to the unit already having incredible strength they gain no other abilities expect maybe flight or the odd natural ability that the creature that's being copied possess. These units are however fantastic at infiltration and impersonation if given the opportunity.

ULR Class Rating:- 4/10.

Transformer: An automaton that has the ability to transform its chassis into any mechanical form that's been scanned into the units personal database. These units have chassis that are quite large, dense and heavy as they need to carry lots of extra nanomachines to allow for transformations if they are much larger than the actual units size/mass (like a plane, boat or spaceship)… excess nanomachines are stored in a specialized subspace pocket near the Center of the units spark. Heights and weights vary from unit to unit, but the max size and weight is 30 ft tall, 10 000 lbs… Units of the transformer class can reduce their overall size and weight to half that of there total for day to day life. Their shrunken forms cannot be used indefinitely and if the unit chooses to remain in their shrunken form for too long then the unit will automatically return to full size regardless of their location. The unit will always subconsciously know how long they can remain small.

Transformer units are very large, strong, and heavy making them ideal for combat or if some extra muscle is required. But in day to day life these units must be careful, because they cannot 'tone' down their immense strength like other units can, or else they'll fall risk of collapsing under their own weight. And thus they must keep in mind there immense strength when dealing with weaker ones, such as humans, demi's, or other organic creatures.

Transformer units are slightly better than an average unit when it come to combat, true there transportation abilities make it easy when performing infiltration or when a powerful new alt form is copied (like a tank, or a war ship). But most of the time the unit just happens to be a really large indestructible target.

ULR Rating:- 5/10.

Adaptive: An automaton that has full control over its chassis, allowing the unit to do/become (almost) anything the unit wants. This includes being able to transform their limbs into useful tools or powerful weaponry (from personal rail guns to energy based rotary cannons, laser sniper rifles, flame throwers, cold fusion gauntlets, arm mounted plasma chainsaws...etc. There is almost no limit to what these units can use/make… all ammunition's are created internally by the units systems).

They also can moderately control the degree of temperature around them, even being able to freeze or burn anyone that is within close proximity. Elements such as fire, ice, water, and even electricity can be emitted from out of their hands/antennae.

Units of the adaptive class can also change their chassis appearance. Ie transform their legs into mermaid tails, arms into wings, thrusters/anti-gravity matrix's onto there frames.

Adaptive units are the most diverse classification of automaton as they are able to perform a large variety of abilities when other classes simply only specialize in one. Although adaptive units are extremely universal and versatile they naturally are not as powerful when compared to other units that happen to specialize in a specific ability/skill margin. However this lack of power does not undermine the adaptive units potential, and in most cases just the ability to perform multiple abilities can prove the unit superior.

Although adaptive units have a near endless supply of weapons they can put into there frame/chassis, as well as all the abilities at their disposal, the personality and preferences of the unit mainly decides/dictates how the unit chooses to use their abilities when faced with issues or combat.

Adaptive units are the scariest, most lethal units in battle due to there massive weapons/abilities arsenal to choose from… other units will obliterate full armies instantly and (mostly) painlessly. But adaptive units will hunt down and brutally kill each and every soldier they encounter painfully and mercilessly. But if the unit needs to then it can wipe an entire battlefield dead in an instant, but since they have such large weapons variance they normally go the fun root.

ULR Rating:- 8.5/10.

Armour: An automaton that possess a hollow chassis, thus allowing the unit to form/wrap around a person like a suit of armour (exactly like ironman). When in this mode the unit can either keep control of their chassis or grant the wearer partial control over their systems. Armour units are naturally larger than the average human, with there chassis size averaging out to 6 - 7 ft tall. Armour units have chassis that are hollow full time, meaning that all there internals are pushed and squeezed up against the walls/lining of there chassis hull. And as such have 95% of there Energon tanks (or breasts) hanging externally on the outer surface of their hull, making armour units appear quite busty and voluptuous.

Armour units serve the purpose of the perfect body guard, as they are able to physically in case a person inside them, protecting the wearer from physical threats as well as environmental ones. The unit possesses full life support capabilities, allowing to create breathable oxygen and water for consumption. Despite there chassis being mostly hollow they are just as resilient to piercing damage/crushing as any other unit would be.

All armour classed units are capable of cloaking there chassis invisibile, allowing the unit to stand guard by there sparkmate (or person of interest) completely undetected by others.

Armour units aren't the greatest at mass combat, but excel when they are protecting one or a few individuals in close combat scenarios.

ULR Rating:- 7/10.

Monster/Predator: An automaton that was designed to be a perfect hunting/killing machine. The majority of these units are simple minded and act childish, but do not be fooled, these innocent facades can quickly disappear when they, or a loved one are threatened, leaving you staring into the optics of a brutal killing machine.

These units are able to equip any cosmetic addons to their frame, and can have one alt mode for use at their discretion. Their alt mode allows the unit to transform their entire chassis into one large monster, by calling upon dormant nanomachines in there subspace. These alternate modes can include dinosaurs/dragons/extra species and any other mythical super creature that has been observed by the unit (books, tv shows, art).

These units can fly if there chassis addons physically allow for it.

Monster units are useful for large scale combat when the enemy is something much larger than the average soldier. Otherwise there just a massive indestructible target. Emmi for instance is of this class, and if needed can transform herself into a massive 500 ft leviathan.

ULR Rating:- 6/10.

Exo: An automaton whose size is that of a giant mech, averaging at about 40 ft tall and 10,000 lbs. These units can fit a pilot inside their chassis much like an armour unit, but the presence of a pilot is NOT required for the units operations whether they be combat or day to day life. These units can shrink down to average human height for day to day activities. But there full form will need to be used frequently, or else they could very easily revert back to full size when in a small house.

Exo units are in the same boat as monster units, they are very specialized units when it comes to combat and if the battle does not contain such enemies then the unit just ends up sitting around as one massive indestructible target, while tiny soldiers fire insignificant rounds against it,

ULR Rating:- 7/10.

Elemental: An automaton that has the ability to control/alter the elements around them. These units can control the temperature around them as well as being able to summon water, fire, electricity, etc.

This class is good for combat as well as construction and geoforming. The units personality will most often reflect there most powerful elemental ability. This class also allows for the unit to create elements, and allows for the unit to fly using levitation.

Units that solely possess the elemental class are able to change the weather once per day, and when this is done then the units personality will mimic the type of weather they just created.

Ie… if changed to a warm summer day, then the unit will become hot headed and fun, but if changed to a cold snowy winter day, then the unit will become more emotionless and cold hearted.

Elemental units are extremely visual, as almost every emotion that the unit experiences will (no doubt) affect the weather or area around the unit.

If the unit is sad then rain will fall, angry or jealous and the room/area around will become very hot, heartbroken and distant will cause the room to become cold and frosty. The stronger the emotions, the stronger the elements effects will be.

Elemental units are good for mass combat, being able to freeze, burn, electrocute, crush, or flood an entire battlefield instantly.

ULR Class Rating:- 9/10.

Botanical: An automaton that has the ability to grow, and create plants. By emitting low frequencies, the unit can control anything it wants about the plants. Plants that have been grown by a botanical unit do not require water, air, or sunlight but will die if they are not treated regularly by a botanical unit.

Botanical units are kind of useless when it comes to combat as they can only really affect a battlefield if the unit is fighting an army of plant men, or if the battle is taking place on a healthy, lush organic planet.

ULR Rating:- 4/10.

Parasite: An automaton that has the ability transform its frame into almost anything, catch is that it needs another life form/automaton to aid and without one they are basically just standard units.

Parasite units can become any weapon, sort of like adaptive units. But instead of morphing there limbs into such weapons (like the adaptive units can do), parasite units morph there entire chassis to become the weapon of choice so as to be used by there sparkmate or other being. And if needed parasite units can change there chassis to create a thin set of power armour to cover a wearer, similar to armour units but a lot less powerful and a lot more temporary.

Unless a parasite unit can aid another soldier, unit or person, then they are kind of useless on the battlefield.

ULR Rating:- 7.5/10.

Standard: An automaton that has no special abilities, but is perfect for day to day life, as they are well versed in almost everything. Standard units still possess the same versatility, durability, and strength as all other automatons, they just aren't able to produce specialized abilities.

Standard units although they do not possess any class related abilities when compared to other UAC units, standard units are good in battle when compared to other non-automaton soldiers/warriors. An automatons base strength easily overpowers almost any other enemy that is encountered.

ULR Rating:- 2/10.

Slime: An automaton that has no physical body, instead there chassis is a large pile of thick liquid energon that has been stabilized with infused anti-plasma, allowing the substance to be molded and shaped from blob to body by the will of the unit. Slime units have there spark suspended in there large mass of Energon slime which makes up there body, meaning they don't have/need energon tanks, converters or cores as there sparks are specially modified to contain all energon production components, while there entire body is one massive energon tank. Slime units also don't have faceplates or optics, instead two digital optics are projected from the spark onto where the optics would normally be, these digital optics look and function just like regular optics.

The Energon slime that makes up a slime units body is extremely viscous and thick, meaning that the unit won't slime up everything it touches and it prevents small objects from getting trapped within. However the unit can chooses to oxygenate their energon so they can safely store an organic within there gelatinous bodies.

Slime units aren't the greatest at combat as there large gelatinous bodies have a habit of capturing and absorbing incoming enemy projectiles. Slime units are best when there combined with support classes such as medical, botanical.

ULR Rating:- 5/10.

Hologram (ghost): An automaton that has no physical body, instead there chassis is a hard light hologram that is projected from out of there spark. These units are basically ghosts as they can phase through objects with ease, or if need be they can harden their body so they can interact with physical objects. Although Hologram units appear to have legs, they more often than not just end up floating around.

Hologram unit sparks are specially modified to store all the parts necessary for the units operation inside a special subspace pocket that's located inside the spark. Hologram units also don't have faceplates or optics, instead two digital optics are projected from the spark onto the hologram bodies hard lights faceplate, these digital optics look and function just like regular optics, they even shine the same colour as the units spark.

Hologram units are fantastic in combat as they can just ignore enemy fire, unlike other units that either have to evade or just let the incoming fire impact there indestructible chassis. They are good at infiltration as well as assassination, less so on mass lethality and destruction.

ULR Rating:- 6.5/10.

Techno-Organic: An organic being that has been converted into an automaton. Their gender remains the same throughout the transformation. And there are different levels of techno-organic's. The lowest being obtained when a human joins a sparkbond and there brain becomes an organic spark, and the highest being a fully functioning automaton accompanied with there own class of choice.

Techno-Organics depending on the class they receive upon fully becoming a full automaton will drastically affect how useful/lethal the unit is at combat. Because of this there overall combat and lethality abilities cannot be measured.

Medic: An automaton that is able to heal both organic, and mechanical creatures/beings. The units are able to do this by injecting tiny amounts of there nanomachines into a patient thus fixing, or healing them.

Medic units aren't the greatest at combat, with the class by itself the unit is no stronger than a standard unit, only being able to aid when a soldier or ally is injured badly. But given there gentle and caring natures medic units usually prefer not to fight fist to fist.

ULR Rating:- 2/10.

Mini Reconnaissance Drone: MRD's are created by other automatons and are used to run patrol and can be used to keep tabs on the head sparkmate when his clan isn't around.

MRD's do not possess ordinary energy sparks, instead MRD's have artificial sparks, which are tiny cloned pieces of an existing units spark. MRD's max height is around the average height of a can of soda. And the units can be fitted with any 1 additional class.

An adorable little MRD named 'Fii' is used by the ARCTiCa clan so that the femmes within can keep tabs on there sparkmate Zack at all times. She is essentially like his cellphone, yet a lot more intelligent, versatile, and adorable.

ULR Rating:- 6/10.

Multi-limb: An automaton that has the ability to add, remove and control the number of arms/legs/and limbs they have.

This class is sort of a novelty, being only really useful in and around the house. The class can help when fighting in hand to hand combat, but aside from that the unit has no other abilities to give it the upper hand so it's in the same boat as standard units when it comes to combat.

ULR Rating:- 4/10.

Trapper: An automaton class that is strongly inspired by arachnids, they possess the ability to create spider like threads, the original use was for trapping but units with such classes have found other more creative ways to use there webbing. These units resemble humans with there bipedal, humanoid design.

Units with the trapper class usually are paired with another class, classes such as multi-limb, medic, adaptive, or parasite.

ULR Rating:- 3.5/10.

Shifter: An automaton that has the ability to take on other classes for a short period of time, when doing this the unit gains all abilities that the given class possess. A shifter unit can use any class for as long as it wants, but as soon as it switches to another class, the class that was just used will go on a cooldown for HALF the duration/time that the unit previously used it for.

Shifter units are very unreliable when it come to combat, because it's never known which ability the unit currently possess and which is on cooldown.

Telekinetic: An automaton that is able to move any size object using the power of telekinesis. The closer the object is the more control the unit has over it, whether it be moving or crushing power.

Telekinetic units are extremely useful in combat as they can move/manipulate an entire battlefield to there will.

ULR Rating:- 10/10.

Ratio: An automaton that is able to resize there chassis from 1 inch to 1 km tall, and anything in between. These such units are good for everyday life and construction. For combat they (pretty much) possess the same amount of combat prowess as ant-man.

ULR Rating:- 5/10.

Supersonic: An automaton that has the ability to move its chassis at incredible speeds, allowing the unit to run, jump, and maneuver its chassis faster than can be perceived by humans or any other living being.

ULR Rating:- 6/10.

Portal: An automaton that has the ability to create portals to any location the unit has been in the past, or to any place in the units line of sight.

ULR Rating:- 6/10.

A/N Page two complete! Every single X-01 Automaton Unit Ability Class is explained in this chapter, so again if you have any questions feel free to leave me a comment asking for clarification.

So far everything has been stated about the X-01 species as a whole, the next 11 or so chapters will be detailed character sheets on Zack and each Femme that's part the ARCTiCa clan.