The G.R.U.N.T. (Generic Recyclable Unimportant Non-essential Trooper)forms the backbone of the Cybertronian Decepticon garrison's forces, since the Liege Maximo has deemed most Decepticon warriors as unreliable and removed them from active service. G.R.U.N.T.s are essentially non-transforming, semi-autonomous combat drones, created primarily from scavenged materials & fallen Autobot warriors (including prisoners once they have outlived their usefulness); this allows for a relatively unending supply of raw materials, obtained from various smelting pools across Cybertron. The design is modular, allowing for a variety of weapons systems and upgrades to be fitted within minutes to a basic generic combat chassis. G.R.U.N.T.s are non-sentient; there is little point in programming a complex mind into the body of a machine that will most likely be destroyed the first time it is used. However, different types of G.R.U.N.T. are programmed with different levels of artificial intelligence. Listed below are the 3 most common types of G.R.U.N.T. in regular deplyment on Cybertron. There are numerous other types, but informnation on them is strictly classified; and, on a computer network designed by Megatron, I would deem it imprudent to go into detail here. TYPE 1: THE INFANTRY G.R.U.N.T. A type 1 Infantry G.R.U.N.T. is a standard, unmodified model; standard weapons are restricted to a small gatling cannon in the left arm. Artificial intelligence is limited to obeying simple commands from their unit leader (typically a Decepticon). G.R.U.N.T.s do not have feet; they are propelled by a small force field. This should make them extremely quiet; unfortunately, the low quality of components used means that a G.R.U.N.T. is noisy anyway, thus canceling out this potential benefit (note: I am currently working on a design for a "Stealth-G.R.U.N.T.", which will utilise higher quality components, probably directly reused from fallen Autobots) TYPE 2: THE AERO-G.R.U.N.T. The Aero-G.R.U.N.T. is a more sophisticated class of cannon fodder; their intelligence level is somewhat higher than standard models. They are fitted with powerful thrusters to the back and legs. Each Aero-G.R.U.N.T. carries 4 plasma cannons (wing mounted), and an energy claw (melee use, left arm fitted). Before being let loose, Aero-G.R.U.N.T.s are programmed with tactical data of the area they will be assaulting. This includes topographical data, and likely enemy numbers. They are typically issued with a set of objectives, in a hierarchical order; the Aero-G.R.U.N.T. will then work its way down this list in order. Once it reaches the end of the list it will return, to have its memory wiped ready for its next assignment. Aero-G.R.U.N.T.s are extremely aggressive. TYPE 3: THE HEAVY ASSAULT G.R.U.N.T. This design of G.R.U.N.T. is designed for extreme assault; against fortified Autobot installations, far superior numbers, or close-up combat. The rear-mounted ballistic cannons (shown here slung over the shoulders) are each capable of leveling a small building; Each arm is fitted with a plasma cannon, and a set of close-quarters combat claws. They are also fitted with heavier armour than the 2 types of G.R.U.N.T. listed above. The destructive potential of, for example, 50 of these units (standard deployment number) is obvious. H.A.-G.R.U.N.T.s are programmed to be aggressive and ruthless fighters, and are programmed with intermediate-advanced close quarters combat skills. They are also programmed to be highly competitive. Unlike the other types, however, their memories are not wiped when they return from a mission; it is felt that not only is their experience useful, but it has also been found that leaving them with their memories intact makes them even more aggressive on future missions, due to their competitiveness and desire to "score" more close-up kills than their comrades. TYPE 4: SENTRY G.R.U.N.T. Classified. TYPE 5: BOMB-G.R.U.N.T. Classified.