S-com Bots

Overview
The S-com units are a series of combat robots, designed with top-tier AI in order to analyze and react to various wartime situations. They were all designed with a different purpose in the combat field. As of right now, there are fourteen unique model types. Some deal more with brute force, others in finesse, some are reserved for healing, and some even have varying forms of stored magic.

S-Com Types
S1: The most basic of the S-com units. Standard male humanoid form equipped only with one internal plasma rifle and one plasma blade. Can carry a small rider. Made to be infantry.

S2: The speedsters. They have less armor and more exposed wiring than any of the other bots. Their limbs are long and lanky, and they are just a touch shorter than the S1 units. They have the same basic equipment as S1s though. They are too small and exposed to carry a rider.

S3: Aquatic bots. They are the exact same as the S1 units, but they have extendable plasmatic fins and ridges to help them move through the water. They also have less armored plating and advanced oxygen filtration systems to make sure they don't sink and that riders can stay underwater for extended periods of time.

S4: Arial units, same structure and proportions to the S1 units, equipped with two foldable rods on their back. When extended, these rods project semi-tangible plasma feathers. Combined, these feathers give the bots a large set of wings. Individual feathers can be detached and launched as a projectile, similar to a throwing knife. They take 1 minute to regenerate after being thrown. They are equipped with advanced pressure regulators to ensure rider safety.

S5: Infiltration units. The smallest bot of all, only standing about 2 feet tall. Their bodies are little more than a skeleton covered in wires. There is almost no metal plating at all. Instead of standard plasma blades, they have 4 wrist mounted spikes on each hand. These spikes can be held at whatever angle and they can be spun. Infiltration units are made to get inside bigger enemies or into structures and break them from the inside out. These are too small to hold riders.

S6: Collector units. Larger than the S1 units, these bots are equipped with an extra storage "pack" in the back. They are typically the ones to take samples back to central command and to collect data about said samples. With advanced scanners, they can collect more information than the other bots. They can take riders, though the space is more suited for large, live samples.

S7: Creeping bots. These bots have a similar structure to the S2 units, very thin, but very tall. Less of their wiring is exposed, covered by metal, but key points on their fingertips, palms, knees, and soles of the feet are coated in a vibration absorbing goop. Their internal endoskeleton is fused together with this goop, which is also very stretchy and sticky, allowing them to stretch themselves out, squish into small spaces, and reach things the other bots cannot reach. The fumes from the goop are toxic to most humanoids, making these bots unable to be ridden.

S8: Detonator bots. These bots, unlike most, have armored plating that is not made of metal. It is made from a liquid mixture of metals that makes them very brittle and combustible. These robots will often serve as reusable bombs, blowing up structures, large crowds of people, or occasionally causing distractions. The armor plating around them, when detonated, explodes into fiery shrapnel and, due to the nature of the metals used, flows and solidifies around them again almost instantly. While typically humanoid shaped, they are also occasionally seen in other forms, making certain bots specialized for certain missions. (these are the only bots that are not mass-produced). Due to their explosive nature, they are unridable.

S9: Turret bots. Equipped with clamp-like feet as well as a special, buoy-like water treading system, these bots are perfect for stationary turrets. Their bodies are filled with several different pistons and ignition points that can allow them to take in almost any kind of ammunition (including animals or humanoids) and launch them safely. They have sliding plates that allow them to accommodate for the shape of whatever ammunition is loaded inside, as well as completely removable heads to act as extra cannon fodder if needed.

S10: Medical units. These do not take a humanoid shape. Rather, these are similar to direwolves in shape, made to be mounted from the back rather than from the inside, There is an inside compartment reserved for heavily injured creatures though. these bots are equipped with a long nozzle as a "tongue" that can be used to take DNA tests, administer shots, use tools, or several other procedures (including procedures to repair other robots). These bots are not made primarily for combat, but do have plasma claws and teeth in case of emergencies. They also have specialized sensory systems to better assess their surroundings.

S11: Forge bots. These robots are short and stout, and not quite humanoid. They are cylindrical, almost bullet-shaped with short legs and long arms. They are heavily reinforced, but have several steam vents that can be abused as weak points. These bots have three main purposes, they can act as a portable forge/armory for their humanoid compatriots, they can be used as battering rams, and they have a nuclear generator inside of them that allows them to act as a charging station for the other S-com bots. They are fairly big and can easily be ridden by two people.

S12: Digger bots. Humanoid bots equipped with specialized drills on their arms and feet. Thanks to their plating, they can dig through a solid foot of titanium without issue. Their limbs can also combine to make bigger drills if needed, though doing that will mean they need piloted. They are able to be ridden, and the chamber inside is an integrated gyroscope system to prevent whiplash to the rider.

S13: Navigation unit. Built more for wilderness expeditions or for exploration missions, these robots have built-in GPS and compass systems. They are equipped with plasma machetes rather than the standard knife, built more for cutting through heavy growth and stone than enemies. They can sense irregularities in weather patterns, climate status, and altitude. They are also incredibly quick, made to be able to hunt down smaller creatures rather than large foes. They can be ridden and their main protocol (unless overriden) is to ensure the survival of every bot's rider.

S14: Berserker unit. With incredibly large builds compared to the other bots, and with significantly thicker plating, and access to several more weapons and weapon variants, these bots are the ultimate soldiers, being nearly indestructible. They are made to have riders, built as battle mechs. They do have a few special features, such as a decompressable endoskeleton, allowing them to lift very heavy objects off the ground, an extremely powerful "rage" mode, that allows for almost otherworldly damage output. However, all of this makes these bots a little unstable. More constantly have to be built as these bots are the most likely to glitch past protocol and go rogue.

Individuals
All the robots need to be recognized as individuals in the rare case that one goes missing, gets damaged, or disobeys protocol and needs to be scrapped. Sometimes, model tags will sprout fun nicknames. Good examples have been recorded from the last group to go out as a test.

S.1.R.E: Codename: Sire

S.2.0.O: Codename: Stew

S.3.E.D: Codename: Seed

S.4.G.A: Codename: Saga

S.5.N.Y: Codename: Sunny

S.6.X.X: Codename: Essix

S.7.A.R: Codename: Star

S.8.Y.R: Codename: Satyr

S.9.W.Y: Codename: Segway

S.10.T.H: Codename: Sloth

S.11.C.K: Codename: Slick

S.12.T.R: Codename: Sister

S.13.P.R: Codename: Sleeper

S.14.T.E: Codename: Slate