Each level of the Super Pilot class gives four Upgrade points. Those upgrade points can be spent in any of the following options. You cannot pick each option more times than your 1+(1/2 pilot level). Some options demand a certain level before they can be taken, as noted on the respective entry. You must spend all upgrade points as soon as you get them. If an upgrade doesnt have a listed cost, it simply costs 1 point.
Plating: the Super robot gains +10 HP, +1 Nat armor, +1 DR.
Agility: The Super Robot gains +1 to Dodge and +5 mu to all its speeds.
Not all Super Robots are brutish towering columns of metal.
Alien Alloy: The super robot gains Reinforced +1 and resistance 10 against an element of their choice (fire, acid, electricity, sonic or cold). Each time this is taken you can choose to either increase an existing resistance or increase another by 10. If you pick this upgrade 11 times, the last one instead increases your resistance to all 5 elements by 10.
Amplifier: Choose one SLA, Breath weapon, supernatural ray, gaze or similar ability you have. You can now use that ability while inside your Super Robot to affect other creatures, converted to mecha scale. You can buy this multiple times, each one choosing one extra SLA/Breah weapon/Natural ray/gaze or similar ability. This upgrade costs 2 points.
Battery:The Super Robot gains +10 max energy.
Hyperdimensional storage: The Super Robot gains +1 Hardpoint or 25 Arsenal Space. You can only take this once per 4 pilot levels you have, and you must pay one more point as well (so if you wanted +4 Hardpoints, you would need to pay 1+2+3+4=10 points for example). You cannot pick this if you have either Nanomachines or Mysterious Power.
Growth: The super robot becomes one size category larger, gaining all standard advantages and penalties except ability score changes, and its Natural armor bonus only increases by 1. This can only be taken once for every 4 pilot levels. You cannot pick this if you picked Miniaturization.
Still not big enough!
Miniaturization: The super robot becomes one size category smaller, gaining all standard advantages and penalties except ability score changes, and it's Natural armor and In Built/Arsenal weapons damage doesn't change either. This can only be taken once for every 4 pilot levels, up to diminutive size at 12th pilot level. You cannot pick this if you picked Growth.
Transform: the super robot gains the Transform property. Choose one of the forms below. Taking this two times allows to take both forms.
Fighter: the super robot gains a flight speed equal to it's base speed with good maneuverability. If it could already fly that speed increases by 1,5 and becomes perfect maneuverability. Dodge increases by 4 and Nat Armor decreases by 2. It can't use Arsenal weapons and can only use one of its in-built weapons, chosen when this ability is gained (but you can change this decision every time you gain a level). If it was a melee weapon, it becomes a ranged weapon with the same damage and properties, increasing energy cost by +5 per shot (+10 if Heavy) and base range of 5 mu+5 mu per pilot level.
Tank: The super robot's land speed is reduced by half. If it could fly, then it loses it's flight speed but can still move at his normal land speed. Dodge decreases by 2 and Nat Armor and DR increase by 4. It cannot use Arsenal and In-built weapons, but it gains one Cannon for each In-built weapon it had before. This Cannon has the same damage and properties of the lost In-built weapons, except it's a ranged weapon with a base range of 20 mu+ 5 mu per pilot level and increasing their energy cost by +5 per shot (+10 energy if Heavy).
Whichever option is chosen, if the super robot has either the growth or miniaturization upgrades, it can choose for one of its transformed forms to have one of its previous sizes.
The grungust's three forms allow it a great deal of versatility.
Gravity engine:the Super robot can fly at it's base speed with good maneuverability. This costs 2 upgrade points.
Great one: Choose one of the following options. This option costs 4 points and can only be taken once. For super robots that can change size, count only the smallest one possible for bonus based on size (so if your robot had a medium and huge forms, it would only count as medium for example). If your mecha is bigger than colossal, they simply count as colossal.
Great Plating-Super Robot gains +40 HP, +4 DR, +4 Natural armor, but dodge bonus are halved. Extra +5 HP and +2 DR if you're large, extra +10 HP and +4 DR if you're huge, extra +20 HP and +10 DR if you're gargantuan, extra +35 HP and +18 DR if you're colossal.
Great Power-Super Robot weapons deals +4 damage, an extra +2 if you're large, extra +5 if you're huge, extra +9 if you're gargantuan, extra +15 if you're colossal, but your movement speeds are halved. Double the damage bonus for a main weapon. Quadruple the bonus damage for a combined Paired weapon.
Great Agility-Super Robot gains +20 mu movement speed and +4 Dodge plus ignores size penalties to AC, but Natural Armor is halved. Extra +5 mu and +1 Dodge if you're large, extra +10 mu and +2 Dodge if you're huge, extra +20 mu and +3 Dodge if you're gargantuan, extra +35 mu and +4 Dodge if you're colossal.
Great Targeting-Super Robot gains +4 to all attack rolls plus ignores size penalties to attack rolls, DR is halved. Extra +1 attack if you're large, extra +2 attack if you're huge, extra +3 attack if you're gargantuan, extra +4 attack if you're colossal.
Main Weapon:Choose one of your in built weapons. It now deals damage as if it was one size category larger and adds 1.5 the relevant stat mod to damage instead of just once (if it is a heavy weapon, 2.5 the relevant stat). You can only have one Main Weapon, but you can pick this option two more times, each one increasing the damage die another size. The second one the Crit threat increases by 1 and the third the crit multiplier increases by 1.
Mighty:Once per round as a free action you can expend 5 energy to make all of the super robot's weapons deal +2 damage for 1 round. In the case of the main weapon it deals +4 damage instead. In the case of combined paired weapons, it deals +8 damage instead. Picking this option multiple times allows you to spend extra energy to get a bigger bonus.
Extra:The super robot gains one extra in-built basic weapon. Cannot be taken more than once plus another time per 4 HD.
Paired: Choose two built-in non-heavy melee weapons of the super robot. They gain the Twin-Linked property. You can take this upgrade multiple times. Either pick another pair of non-heavy melee weapons to pair up, or you can further upgrade the paired weapons so that they can be combined as a free action, adding their damage and special properties, gaining the Heavy property and using the best crit-threat range and crit multiplier among them (if they both had the same crit-threat range and crit multiplier, increase both by 1). Another free action separates them. Your Main Weapon cannot be a Paired weapon.
Progressive edge: one of the super robot's in built weapons gain the Rending property. This costs 2 upgrade points.
Cutting plasma field:one of the super robot's in built weapons gain the Power property. This costs 3 upgrade points.
A properly upgraded super robot in-built weapon should always be bigger than your average real robots.
Mysterious Power:the super robot gains the Reactor 1 mecha property. This upgrade costs 2 points for the first time, 3 points for the second, and four points for the third, each time your Reactor value increasing by 1. You cannot pick this if you have Hyperdimensional Storage.
Nanomachines: the super robot gains the Regeneration 1 mecha property. This upgrade costs 2 points for the first time, 3 points for the second, and four points for the third, each time your Regeneration value increasing by 1. You cannot pick this if you have Hyperdimensional Storage.
Balanced: the super robot's in-built melee weapons gain the Finesse property. This upgrade costs 2 points.
Blasting: the super robot's in-built ranged weapons gain the Brutal property. This upgrade costs 2 points.
Targeter: The super robot's gains a +1 to its to-hit rolls. Can be taken multiple times, stacks.
Sparkly visual effects when you use your abilities are mandatory, even for multiclass super/real pilots.
Sentient: the super robot has a mind of its own. It can act while you're out of it, but it doesn't have any feats or skills and counts as having 10 on all it's ability scores except Int, which is -, and can only use it's in-built weapons and maneuvers. It will blindly follow your orders, and at the lack of them will actively seek the pilot if not seeing him for 24 straight hours. Anyone else but the original pilot trying to control a sentient super robot must win a charisma check against it, with the super robot gaining a bonus on this check equal to its owner's pilot level. This upgrade costs 2 points.
Sentient can be further upgraded with extra pilot points:
Imprint:The super robot counts as having the main pilot's ability scores, Bab, base saves, feats and skills when he is outside. This also allows the super robot to re-roll failed saves against Stun effects once per stun instance. This upgrade costs 4 points.
Special Attack: For each offensive maneuver the super robot knows that deals damage without using a weapon, you can pick a special property between Disarming, Grabbing, Pinning, Concussive or Downfall. Enemies damaged by the maneuver are affected by the special property. You may pick a different property for each valid maneuver. Specific properties must be picked when upgraded but you can pick different ones for each attack. Can be taken twice for 3 and 4 points, increases energy cost by 10/20 when activated.
Soul of the Machine: The main pilot's maximum spirit points are increased by 5 and at the start of their turn they recover 1 spirit point.
Versatile: Choose one of the Super Robot's in-built weapons. It gains either the Area, Grabbing, Concussive, Disarming, Pushing or Pinning properties. You can pick this multiple times, but you cannot use it to grant more than one new property to each of your in-built weapons.
Electronic Nose: The Super Robot gains Scent 30 mu. Each time you take this upgrade the scent range doubles (in the true sense, so 30, 60, 120, 240 and so on). This Scent works even in space despite the lack of air.
Ancient Sensor: The Super Robot chooses one of the following options that work as Blindsense with range 500 mu but only detect targets with specific parameters. Choose one of the following each time this upgrade is taken. Only one of them may be active at a time, changing is a swift action.
-Creatures with Spirit points.
-Organic creatures of mecha size or larger (can be taken multiple times, each one sensing creatures one size category smaller)
-Creatures of a specific alignment chosen when this upgrade is gained. Can be taken multiple times for different alignments.
-Creatures of your level or higher.
-Anyone and anything that the Super robot has ever damaged.
-Anyone and anything that has damaged the Super robot.
-Creatures teleporting/dimensional travel/warp in or out from the area.
-Pick two options that can be active simultaneously.
Undetectable: Radars and special sensors count as having 30 less mu Range for detecting the Super robot (before any other reductions), plus indirect divination effects against the Super Robot need to beat a CL check with DC equal to 11+twice the number of times this upgrade has been taken. In the case of a Support Staff's Interceptor Turret, the Super Robot counts as being 10 miles further away than it really is, unless the super robot is already inside its dead zone. Can be taken multiple times, stacks.
Super Servos: The super robot gains +2 to Grapple, Trip, Disarm and Bullrush checks, plus any other pure Str checks. Carrying capacity is doubled.
Tek Knight: Choose one of the following options. This option costs 4 points and can only be taken once. For super robots that can change size, count only the largest one possible for bonus based on size (so if your robot had a medium and tiny forms, it would only count as medium for example). If your mecha is smaller than fine, they simply count as fine.
Tek Reactor-Super Robot gains +40 energy, but max Spirit is halved. Extra +5 energy if you're small, extra +10 energy if you're tiny, extra +20 energy and if you're diminutive, extra +35 energy if you're fine.
Tek Soul-Super Robot's main pilot maximum spirit points increases by 20 and they recover 4 extra spirit point per turn, but your HP is halved. You receive an extra +5 max spirit and 1 spirit regen if you're small, extra +10 max spirit and 2 spirit regen if you're tiny, extra +15 max spirit and 3 spirit regen if you're diminutive, extra +20 max spirit and 4 spirit regen if you're fine.
Tek Storage-Super Robot gains +1 Hardpoint and +15 Arsenal space, but max Energy is halved. Extra +5 Arsenal space if you're small, extra +10 arsenal space if you're Tiny, extra +1 Hardpoint and +10 Arsenal space if you're Diminutive, extra +1 Hardpoint and +15 Arsenal space if you're Fine. You can't pick this if you have either Nanomachines or Mysterious power, neither can you pick Nanomachines or Mysterious power if you have this.
Tek Servos-Super Robot gains +8 to Grapple, Trip, Disarm and Bullrush checks, plus any other pure Str checks and ignores size penalty for those things. Carrying capacity is multiplied by 5. Arsenal space is halved. Extra +1 bonus if you're small and carrying capacity is doubled again, extra +2 bonus if you're tiny and carrying capacity is doubled again, extra +3 bonus if you're diminutive and carrying capacity is doubled again, extra +4 bonus if you're fine and carrying capacity is doubled again.
Zero Pattern: Choose one of the following options. This option costs 4 points and can only be taken once. For super robots that can change size, count only the one further away from medium for penalties based on size (so if your robot had a medium and tiny forms, it would only count as tiny for example).
Zero Arts- You gain +1 pilot level and DC to all maneuver effects (and only maneuver effects, not stuff like qualifying for maneuver prerequisites) but you take a -5 penalty on the DCs of all your other abilities and attack rolls that aren't called by a maneuver. The bonus increases by +1 for every 4 super pilot levels you have and allows you to pick one of the following abilities, each one can only be picked once unless noted otherwise. For each size category the super robot is away from medium you count as having 4 less Super Pilot levels for the purpose of this ability.
Zero Stance-If you know martial stances from different schools, you can count yourself as being in either for the purpose of feats.
Zero Attack-After you perform a martial strike, you can make your targets (if any) lose HP equal to twice your current stance level ignoring all defenses. You can pick this multiple times, each extra one increases the HP loss multiplier by 1.
Zero Defense-Choose one of your known Martial schools. You gain +4 to saves, AC and opposed rolls against maneuvers of that school, and you can also choose two of your known maneuvers of that school. You become immune to those maneuvers and they cannot be used against you. You can pick this multiple times, the bonus stack.
Zero Entropy-Choose Acid, Cold, Electricity, Fire or Sonic. Once made this option cannot be changed. You gain resistance 5 to that element, your in-built weapons deal an extra 1d6 damage of that element, and as a swift action you can project an aura of radius up to 30 mu that deals 1d4 damage of the chosen element at the end of your turn to everything in range, Fort save with DC 10+1/2 HD+Str or Dex mod (whiever's higher) negates the aura's damage. However you take +50% damage from the other elements and can never benefit from resistance/immunity to them. For every 4 Super Pilot levels you have you increase the resistance by 5, the in-built extra damage by 1d6, aura max radius by 30 mu, the aura damage by 1d4 and pick one of the following options (each can only be picked once unless noted otherwise). For each size category the super robot is away from medium you count as having 4 less Super Pilot levels for the purpse of this ability.
Zero Fog-Your aura blocks visibility as normal fog for those with enough resistance/immunity to fully block the damage from your aura. It can be dispersed by strong winds but reforms automatically at the start of your turn.
Zero Range-Ranged attacks performed against anyone inside the fog have their range halved (this may cause the attack to fail if they don't have enough range left) unless the shooter has enough resistance/immunity to fully block the damage from your aura. You can pick this option multiple times, each extra one increases the range reduction multiplier by 1.
Zero Speed-The movement speeds of everyody with not enough resistance/immunity to fully block the damage from your aura is halved. You can pick this option multiple times, each extra one increases the movement reduction divisor by 1.
Zero State-Any effect that would recover your (and anybody else inside your mecha) Energy/HP/Spirit only recovers half as much even while outside the mecha and you cannot have the Heats feat. If you have this you cannot ever gain the Heats feat. As a swift action your mecha can split in a pair of perfect copies of itself and the main pilot, positioned adjacent to the original's position, except that current and max Energy, Ammo, Spirit points, HP, any carried gear beyond mecha arsenal and any limited uses abilities/resources must be split as evenly as possible between the copies. If there are any other passengers this ability cannot be used. All copies suffer a -2 penalty to your AC, DCs, CL, IL Pilot level, similar level, abilities that count how many HD you have (only for the purpose of counting the effects of abilities, not to count what abilities you have available) and other 1d20 rolls even while outside the mecha. Only up to two weapons remain operational, chosen when the split occurs. Any temporary benefical buffs such as spells and spirits such as Zeal/Valor/Alert are lost. Martial stances are exited as well. For every 4 Super Pilot levels of the original you can maintain one extra copy simultaneously, but each extra copy increases the split penalties by another -2, plus pick one of the following abilities, none of which can be picked more than once unless noted otherwise. For each size category the super robot is away from medium count your pilot level as 4 lower for the purpose of this ability. Copies can act instantly, but can only create a new copy at the start of the next round. While more than one copy remains neither can recover Energy/Ammo/Spirit Points/HP(nor anybody else inside a mecha copy), use abilities that cost exp or other limited uses abilities/resources by any means, including copy pilots that exit the mecha. Any copy can dismiss another as a swift action, but any remaining resources they had are lost except for carried gear besides arsenal that remains on the position. If a copy comes within 5 mu of another, one of them is automatically dismissed, chosen at random. Abilities that trigger off destroying/killing something never trigger on such a copy, and destroyed/killed clones count as dismissed. Once a copy is produced there's no original, last one remaining shall continue their existence. Clones only earn exp if they all participate in the same battle, and count as one creature of the original's level for that. They cannot level up until only one remains. Each clone must pick a different target (if any) for their actions each round.
Zero Circuit-Increase the number of copies you can maintain by 5, but you can only go over your "base" limit if the two chosen weapons are melee, plus all copies lose all feats and can only perform basic movement, basic attacks and basic skills besides Use Magic Device. You can take this multiple times, each extra one increasing the number of copies you can maintain by another 5.
Zero Core-Reduce the split penalty by 1, up to -1. You can pick this multiple times, stacking.
Zero Weapon-You must have Main Weapon to pick this. While you only attack with your main weapon, you gain +3 AC, Saves, DR, Trip, Disarm, Bullrush, Grapple. If you attack with any other weapon (or don't attack at all for 1 round), you lose those bonus until you spend a turn attacking with it and no other weapon. For every 4 Super Pilot levels you have the bonus increase by another +3 and you can pick one of the following options, none can picked more than once unless noted otherwise. For each size category the super robot is away from medium, you count as having 4 Super Pilot levels less for the purpose of this ability.
Zero Swing-When you perform a martial strike that normally wouldn't allow you to use a weapon, you may make one attack as a free action against any and all strike targets with your main weapon, provided your main weapon isn't Heavy and the targets are in range of the zero weapon. Those attacks can only affect the strike targets, regardless of the zero weapon affecting an area or not, and those free attacks cannot generate new attacks with abilities like Cleave and similar.
Zero Reach-If your main weapon is melee, its reach is doubled. If it's a melee Area weapon, you can multiply your base speed by three instead of two while calculating range while using the Area option. If your Main Weapon is ranged, it no longer provokes attacks of opportunity for being used in melee.
Zero Range-If your main weapon is melee, it can be used as a ranged weapon with range 20 mu and the Brutal Property. If your main weapon is ranged, increase its range by 40 mu. You can pick this option multiple times, each one increasing the range by another 20 mu.
Absolute Barrier: You need at least 4 Super Pilot levels to pick this and costs 4 points. Your super robot can generate a powerful energy shield that reduces all damage by 20% after applying DR. However each time you're hit you lose 20 energy. You may turn your Absolute Barrier on or off during your turn as a free action. If you have less than 20 energy your Absolute Barrier turns off automatically. You must also pick Missile or Beam. Weapons of that kind ignore your Absolute Barrier. You can pick this again at super pilot levels 8, 12 and 16, every time costing another 4 points. Each extra one increases the damage reduction by an extra 20%. You can ignore another Absolute Barrier of the same level as yours or lower in melee. If you picked this twice you can ignore Gravity Wall Prototype and Lightwave Barrier in melee. If you picked this thrice you can ignore an E-Field, False Axis Repulsive Field Generator System and Phase Shift Barrier in melee. If you picked this four times you can ignore a Gravity Wall and SYSTEM ∀-99 I-Field in melee. In addition you can walk and move and make melee attacks through magic walls of non-physical matter such as Wall of Force and Prismatic Wall by paying 20 energy as long as their spell level halved (rounded down) is equal or lower than your number of picks on this.
In addition each time you pick this you can choose, while the Absolute Barrier is turned on, to ignore either Fire, Acid, Electricity, Sonic, Acid damage, Power property, Rending property, effects that would reduce your movement speed, effects that would move you against your will, Stun+Paralyzis, Nauseated+Sickened, Mind-affecting effects, trip, grapple, disarms or the Concussive Property. You can only ignore one of your picks at a time, but you can choose which one whenever you turn it on. If a weapon has both your vulnerability and immunity, it ignores your immunity. Absolute Barrier does not stack with other energy fields/barriers/walls/coats and similar abilities, only one can be turned on at a time.
Soul Crusher: Once per round as a free action a damaging attack from the mecha may be declared as Soul Crusher (including through maneuvers/spells/channeled abilities). Any damaged victims take loses 5 spirit points per time you picked this. If it was an area or multi-target attack, halve the spirit lost, rounded down. If the enemy has not enough spirit points to lose, then instead this inflicts an Insight penalty on the target's AC and saves equal to -1 per 5 spirit point loss "overflow". This penalty disappears at the rate of 1 at the end of each of the victim's rounds.