Part 2 of the frametypes headcanon ramble.
Under a cut this time bc it’s l o n g.
↠ PART ONE : read first otherwise this prob wont make sense lol
Notes on Groundframes
↠ Light standards are like your basic sedan, they're fuckin everywhere and most people can't tell the subtypes apart. They make up just under 20% of the population on their own, and tend to be thought of as the ‘average Cybertronian’, for better or worse. There are nine subtypes based on location of origin:
Iaconic — tallish, slim, kinda plain otherwise. Very common.
Meridian — tend to be dorito-shaped, with big spoilers or vents. The most common of the subtypes, theyre fuckin everywhere.
Tagani — smaller than the others, compact and flexible design specs, have a reputation for being the 'sportsmecha' of the frametype due to being made for getting around in big honkin mountains. Fairly rare outside of the Tagan rus.
Kaoni — big and stronk for an average sedan, curvy design aesthetic. Common in the southern hemisphere, less so in the north bc having ‘Kaon’ attached to ur name is an instant popularity nerf.
Tarnais — big and often kinda boxy, probably turns into a small ute. Also common in the south and less so in the north.
Praxian — average in every way except for the doorwings. Not actually that common anymore. The 'doorwing' aesthetic originally comes from Praxus but at this point it's present in most of the northern subtypes because Fashion.
Polyhexi — the northern equivalent of the Kaoni type, generally kinda short and stocky. Super common.
Tyresti — tends to be tall and slim. Design aesthetic leans toward big audial fins, spoilers, generally more flourishes than strictly necessary. Not super common outside of Tyrest.
Tyger Paxi — smallish, often Round. Most notable trait is three-fingered hands, also tend to be enframed with a colorful paintjob. Not common outside of Tyger Pax.
Despite the subtype names being based on locale of origin, they can generally be found all over the planet. There are more of the Polyhexi light standard subtype in Helex than in Polyhex, for example.
Average heights tend to range between 16′ to 20′ or so. Modding for occupation, hobbies, or just plain fashion is very very common and there are a load of different frame blueprints anyway, which makes identifying who’s got what frametype even more difficult. (Functionists hate this.)
↠ Heavy standards are also super common and can be hard to tell apart, though less so because there’s only six subtypes. The Towers subtype is particularly difficult to identify unless you have experience; they can potentially be shorter and weigh less than those aforementioned really large light standards. Heavy standards tend to be more heavyset than light standards, but aside from being slightly larger the main difference between the frametypes is in armor and engine grade — heavies have heavier armor and more powerful engines; they're made to carry a bigger load.
Hesperidus class — more or less the 'ancestral' type. They tend to be leggier and a bit slimmer than other heavies. Spot a hesperidus mech by the deep chests and the big feet.
Equatorial, Boreal, and Austral types were the result of semi-deliberate selection for large long-distance haulers, in the ages before throttles and dexters. They tend to be boxy, heavyset, probably have a van alt.
Towers class — was developed much later than the rest, to fit the Second Generation nobility's aesthetic ideals because what's the point of having a capable servant if they don't look good? (Second Generation noble culture, incidentally, is where the seeds of Functionism came from.)
They also tend to be found in lower-ranked castes than the light standards (with two exceptions being the priestly castes and medics, the former because size is a useful visual shorthand for authority and the latter because working on bigger patients is easier if u are also Big). You'll occasionally see them with offroad tyres and utility altmodes, whereas that's very much Frowned Upon for light standards under a Functionist viewpoint.
↠ Throttles came from the same semideliberate selection process as the bigger heavy standard classes. Cybertronian society in the rebuilding years of the First Generation was mostly made up of small frametypes (because the small frametypes were those who found it easiest to hide underground from the Cataclysm!), and so once they emerged from the cavernous underworld, they found they had a great need for larger, stronger mecha capable of going long distances without the need for refueling. (This is also the same process that gave rise to the durus and efficiens system configurations.) Throttles were the largest and heaviest of these mecha, and for a long time they were actively prized - up until supply outstripped demand and they became associated so strongly with the labor castes that as the social value of the labor castes decreased, so did the status of the throttles.
There are two subtypes:
Southern — developed in the First Generation settlement of the Austral rus. They’re Extremely Common in the labor castes due to their size, strength, and physical endurance. Their armor pattern is usually kinda blocky and/or pointy because that was the height of Fashion for ages and ages. Probably turns into a small truck or some other specialised work vehicle.
Northern — developed about the same time in the settlement of the Tagan rus. Much less common as a result, because the Tagan Heights turned out to be a huge pain in the ass to colonise. They’re often Extremely Round and very well-reinforced, could probably fall off a mountain and their reaction would be like “oops my bad.”
↠ Minibots are the one frametype to have thrived in the Cataclysm. Cybertron's underworld is full of cramped and narrow spaces, so smaller mecha were able to take shelter much deeper and in many more places than larger mecha. The original minibots tended to look like a standard, simply scaled down. Modern frametype subdivisions occurred once Cybertronian society moved out of the underworld into the wide open plains and proto-cities of the First Generation, and suddenly being small in a world of increasingly large mecha was a scarier prospect.
Compact minibots — selected for resilience and the ability to take a pounding and bounce back as quickly as possible. They’re flexible, with simple internal system design and often end up looking a lot like one another, aside from paintjobs and other personal decorations.
Articulates — selected for agility and the ability to get into spaces other mecha can’t. Often built with non-standard proportions, long limbs and occasionally extra limbs and tails.
Sylph minibots — selected for speed and the ability to avoid getting hit in the first place. Common as a frametype, especially where space or other resources are at a premium.
It's culturally quite common and accepted for the articulate and sylph types to physically climb all over their larger brethren (provided they have the appropriate relative ranks/social status). This serves the dual purpose of putting the minibot on more or less the same level as their interlocutor, and making sure the minibot is out of the way of getting stepped on or whatever.
↠ Dexters were one result of a deliberate bioengineering project during the Quintesson Wars, at a time when Cybertron was losing the fight and thus was getting desperate enough to throw whatever the heck they could come up with at the invaders. Researchers took code inheritances from heavy standards, throttles, and heavy warbuilds to create a new type of mech, one with the inherent combat capabilities of the warbuilds and the size, strength, and most importantly the endurance and resilience of the large groundframes, which could serve as an all-rounder both in combat and in supply chains and behind-the-lines defense. Unlike some previous attempts at bioengineering, this was a roaring success.
Dexters are also quite common among Towersmecha despite their size and the perception of them as being suited best to labor, hauling and fighting. The Towersmecha are deliberately invoking an older perception of dexters: this is the shit that won us the Quintesson Wars, so put up or shut up.
Aegis dexters — often interestingly lanky in appearance - think TFP Optimus and pre-war Soundwave - and heavily-armored enough that the warbuild inheritance is visible. They are the most common subtype; you'll find them most often in the military and ground freight castes.
Eurus dexters — some of the biggest groundframes, often outstripping the largest heavy warbuilds and coming second only to their dexter cousins, the rayets. They are much more heavyset than the aegis subtype, though again visibly well-armored. They tend to have something of an hourglass shape, and altmodes are basically limited to large haulers, tanks, and guncars.
Rayet dexters — the largest groundbound transforming mecha bar none. They are often tall and leggy, though not to the same extent as aegis dexters, and the vast majority take on rail altmodes and work in rail-based castes. The largest can have difficulty finding accommodation and furniture that's rated for their size. Some absolute madman once had the idea of creating a combiner entirely out of rayet dexters and these guys are now basically the biggest celebrities on Velocitron. (Literally.)
Notes on Flightframes
↠ Light jets are most of what came through the Cataclysm unharmed; jets have always tended larger than groundbound frames because of their engines (both physical size and the size of the tanks needed to hold enough fuel to keep them going) and also their wings. The frametype subdivisions among light jets are divided by engine grade and how far a jet can fly without needing to be refueled, and therefore size.
Flightframes in general can be easily modded for aquatic altmodes, but it is most common among light jets. This is a fairly comprehensive mod, involving most bodily systems, but it's not considered a reformat because it's not really changing any of the frame's basic architecture (although wing area is usually significantly reduced). By contrast, modding a warframe or a groundframe for a fully-aquatic altmode requires a full reformat.
Super-light jets — the jet equivalent of minibots, fairly common and especially well-suited to city life. Often small and agile enough to fly indoors, and like groundbound minibots are prone to climbing their larger brethren. Flightframes tend to dislike this more than groundframes do, so this subtype has a reputation for being particularly scatterbrained and tactile.
Aurora-class — a little larger, match well to the light and heavy standards in size class. Usually leggy with wide shoulders and dorito torsos, engines often slung on the back between flexible wing-joints. Accounts for probably like 25% of all flightframes because they strike a handy balance of ‘can fly’ with ‘relatively cheap to build’ and ‘won’t drink you out of house and home.’
Comet-class — larger again, roughly dexter-sized. Cuts a striking figure with long wings and legs, but aren’t particularly economic either in enframing costs or fuel intake. Mostly they turn up in rich clades, which then gives them a secondary reputation for being Pretty.
↠ Heavy jets diverged from light jets twice - once during the Dynasty of Primes, and once again after the Cataclysm. The largest Dynastic flightframes were simply too large to take shelter underground as the meteorites began to hit. As such, while light jets are one of the five most common frametypes, heavy jets are much rarer, and tend to be limited in the jobs they do and the castes they occupy. Socially, they’re also limited by their sheer size - a common refrain among the larger flightframes.
Like light jets, the subtypes are divided by engine grade and range, and overall size:
Notos-class — the smallest, but only relative to the other classes. Usually identifiable by not having delta-wings, and a relatively slim v-shaped frame.
Lipara-class — delta-winged and often built like a flying brick. You can tell they were built for cargo, although these days they’re somewhat outdated.
Erebus-class — delta-winged, extreme long-distance fliers built for speed and coverage. Often mistaken for smaller shuttles, but generally not capable of spaceflight.
↠ Shuttles diverged from heavy jets relatively late; during the Quintesson Wars, as a product of the increased need for rapid long-distance transport. The smallest shuttles usually look very similar in root-mode to the Erebus-class heavy jets (and even their frame blueprints and code inheritance is extremely similar at a glance), but where heavy jets are limited to atmospheric flight, the shuttles are capable of spaceflight. Consequently the heavy jet >> shuttle reformat is one of the easiest to do.
Delta-class — the vanguard of Cybertron’s moon colonies, designed for local space exploration. Tend to have the classic flightframe dorito shape with large delta wings.
Iota-class — capable of longer-range spaceflight, generally built to be extremely self-sufficient. Usually not an atmospheric flier; wings are small if present at all and tend to get tacked onto unusual places in root mode.
Omega-class — these guys are the biggest transforming Cybertronians, period. Extremely rare, extremely valuable; all those in existence were created by cold-construction in several waves during the Imperial expansion period, explicitly to augment imperial Cybertron's colonial forces. Can be very expensive to maintain, don’t tend to be economically independent in their own right.*
↠ Satellites diverged from heavy jets during the Second Generation, in an experiment which took the lonely high-altitude communications relay hubs and stationed them on the edge of space, orbiting Cybertron like the moons. These first satellites were heavy jets which underwent a fairly simple reformat to make them spaceworthy and give them powerful inbuilt communications hardware. In the early years, these mecha underwent many more mods to make them more efficient at their jobs, and new satellites were designed according to a particular psychological profile - many of those early recruits were simply too social to tolerate extended periods of solitude. Quickly, a new frametype emerged.
Perseid & Lyrid — very similar subtypes originating from Praxus and Tarn respectively. These are common in public, private, and military enterprises alike, and are capable of limited atmospheric flight. They tend to be lanky and full of interesting cables.
Eridanid — rarer, larger, and less maneuverable in atmospheric flight. Most satellites are faceless because why bother? but eridanids take this to an extreme and sometimes lack normal arms or heads entirely.
Tryptid — the largest, are not capable of atmospheric flight at all beyond what is necessary to reach orbital altitude. Like eridanids, they can be identified by fuckin weird body plans.
Satellites and shuttles both contain base coding that prepares them for long periods of solitude. Satellites especially spend most of their time hooked into various planetary networks and often have lively online presences, but depending on their jobs they may go entire vorn without being in the physical presence of another mech. They have a reputation for being very self-sufficient as a result, and often experience culture shock upon returning to their planetary bases.
↠ Rotaries were created in the same no-holds-barred frenzy of military experimentation that created dexters. These are the odd ducks of the flightframe family, inherently flight-capable but sharing more of their code blueprint with groundframes than with flightframes. Cybertronian rotaries are augmented with adjustable jet engines, increasing their load capabilities and range to an extent. Their specialty is in slow flight and hovering; they were designed essentially as aerial assault platforms. They are heavily-armored, usually have two or three different engine systems, often bristling with gun placements, and most of them are rather large.
Zephyr-class — smallish, usually angular and winged. Historically less common than their larger counterparts because of their smaller size, but also an unfortunate tendency to be aggressive little fraggers.
Bolide-class — bigger, more common, best defenses of any of the flightframes, primarily because they’re easy targets. Tend to be built like bricks, with about that much subtlety too.
Notes on Warframes
↠ Light warbuilds and heavy warbuilds are primarily distinguished from each other by armor grade and intended combat role, with heavy warbuilds taking on direct combat roles and light warbuilds primarily intended for ancillary roles (though they are perfectly capable of combat if required and do share the combat optimization of the warframe class as a whole). Light warbuilds have a lighter armor grade, and do not get quite as large as heavy warbuilds, but otherwise they can be very hard to tell apart.
Skirmisher class — optimized for ranged combat and awkward terrain. Light and agile with a lot of gun emplacements and highly developed sensory processing with built-in targeting software. Often mistaken for ur average sedan.
Scout class — optimized for information gathering and being very sneaky. Look like minibots, usually.
Ranger class — combine the two previous types with a focus on long-term missions and endurance. Also tend to look like nothing in particular.
Executive class — are the rarest subtype, with a focus on large-scale data analysis, communications and command. Lots of variation in body type and armor pattern; the internal stuff is what’s characteristic of the subtype.
Heavy warbuilds are divided into three subclasses based on size, armor grade, and intended combat role:
Chevalier class — optimized mainly for speed in close quarters combat. They range across four size classes and account for the largest percentage of the warbuild population. Could be mistaken for an average sedan, but the armor grade tends to be a giveaway.
Reinforcement class — optimized for holding a defensive line; they have the heaviest armor and generally the biggest weapons. Brick-shaped, sometimes wider than they are tall.
Frontliner class — optimized for breaking the other side's defensive line; they have the second biggest weapons and are generally the biggest scariest mecha on the field. Tend to be what others think of when they hear the word 'warframe', despite being relatively uncommon.
↠ Flighted Warbuilds are often called Seekers, a reference to their tendency for target fixation. The nickname caught on in common parlance for being less of a mouthful than the original term. Seekers originated from the same source as dexters and rotaries; their initial code blueprint was a blend of flightframe physical capabilities with warframe armor, weapons systems, and skeletal architecture. Despite having inherent flight capabilities, Seekers are counted among the warframes because they possess all the extra bits that make warframes what they are. They are by far and away the most successful of the warborn frametypes, with a population nine times larger as the dexters and nearly thirty times larger than the rotaries.
Seekers are divided into three subtypes by size, intended combat role, and range.
Skirmisher class — the smallest, agile in the air and best against aerial opponents, but also have the smallest range. Tend to be slim and leggy in root mode.
Bomber class — the largest, with the longest range, the highest top speed and the biggest guns, but also the least maneuverable. Tend to be solid and heavy-limbed in root mode.
Multirole class — strike an elegant balance between skirmisher and bomber, and are generally considered the archetypal Seeker. Classic long-legged dorito shape in root mode.
↠ Triplechangers also originate from the wartime developmental period, but remain exponentially rarer than the other three warborn frametypes, primarily because of the truly ludicrous cost associated with building a triplechanger frame. If you see a triplechanger, chances are they’re either high-ranking military or out of the Towers.
They are divided into two subtypes by size and potential altmode groups:
Ouranos class — generally take one large grounded altmode such as a freight hauler and one small jet or aquatic altmode. Roughly brick-shaped.
Atlas class — generally take one very large grounded altmode such as a locomotive or a tank, and one large jet or aquatic altmode. Roughly house-shaped.
Notes on Monophase Frames
↠ The defining characteristic of monophase frames is that they do not transform. They are a product of the Golden Age colonial push, built to sacrifice transformation ability for defensive size and self-sufficiency. The latter means that they are their own transport, accommodation, and energy-production facility. They do require an intermediary to act for them in the physical world of Cybertron, due to being too large to participate in most real-world social environments, but otherwise are entirely independent. This intermediary is called a keynote, drawing from the much older practice of symbiosis between Cybertronians and minicons, wherein the Cybertronian 'host' is referred to as a keynote. (Similarly, the heart of a gestalt network is also referred to as a keynote.)
↠ Sparked ships came first; the logical conclusion of the Omega class shuttle program. The enormous spark of a sparked ship, created by energy drawn from the Well of All Sparks over a full day, allows such ships to support bodies and systems exponentially larger than an Omega class shuttle - large enough that transformation became impossible, and even larger; enough that the loss of transformation capability was worth it. Sparked ships could carry propulsion systems capable of reaching far-flung corners of the galaxy; necessary in the years before the space bridge network, and could monitor and control their own life-support systems, making decisions in extremis and allowing mecha on board to be placed in suspended animation for the length of the journey to ensure that the ship reached its destination with plenty of resources with which to build a colony.
↠ Sparked cities followed soon after, as an extension of the same program. The first sparked city, named Boreas, was placed on Cybertron, becoming a satellite city of Protihex.
The advantage of sparked cities over traditional cities was that they could be built with extremely limited mobility. Place a sparked city by a rich mineral vein as a convenient residence for all your workers and smelters/refineries, and once the vein runs dry in the future, the city can, over several months, recycle or cast off much of its mass, allowing for efficient transport to the new location and in the process reducing itself to its most fundamental skeleton, at which point it it can simply pick itself up and walk to the next location.
Notes on Unclassified Frames
This is where the mad science happens. :D
↠ Unclassified frames are built from scratch. They might start off from the skeleton of a recognised frametype (most do because it's slightly cheaper) but then be modified past the point of recognition for some reason - usually, to fulfil a task that requires unusual specs. It takes a lot to make such a frame 'unclassified' - you have to change multiple systems in a pervasive manner. One example are the handful of 'living gun emplacements' that were created during Nova Prime's colonial wars, mecha whose entire frames were built around an enormous plasma gun. These mecha did not live long or comfortable lives; the stresses of firing that gun ultimately proved too much and the design was shelved indefinitely.
Red Alert is the only unclassified frame I've thought much about; he has most of the outward features of a standard Cybertronian (he looks like a particularly tall heavy standard) but his 'alt mode' is basically him wiring himself into a very special supercomputer, one of three that monitor the Grid at all times. He's stuffed full of interesting nanocircuits that don't look like anything much until he's in that alt mode form, at which they reveal themselves to be thousands of very small processors geared toward a single purpose - data monitoring. (If you're doing stuff on the Grid, you've got a one in three chance of Red Alert being your own personal FBI agent meme.)
Notes on Other Shit
↠ Economic independence (or lack thereof) is an unfortunate Golden Age construction related to the buying and selling of debts, and the economic exploitation of those subject to said debts. Larger shuttles and satellites, triplechangers, and especially monophase mecha tend to end up in contracts where their entire lives are controlled by whoever’s paying for their basic upkeep. The individual mech cannot be bought and sold - but their creation debt and upkeep costs can be.
As u can imagine, this went down the plughole with Optimus Prime’s accession to the Primacy; he narrowly escaped a similar fate mainly bc the Hall of Records head honchos had slightly too many Morals. Unfortunately, by then the Great War was well underway.












