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 spend more upgrade points in a single option than your pilot level+1. 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.
Plating: the Super robot gains +5 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.Battery:The Super Robot gains +10 energy.
Hyperdimensional storage: The Super Robot gains +25 arsenal space. Can only be taken once for every 4 pilot levels.
Growth: The super robot becomes one size category larger, gaining all standard advantages and penalties except ability score changes, and it's Natural armor bonus only increases by 1. This can only be taken once for every 4 pilot levels, up to colossal size at 16th pilot level.
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 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.
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 it's in-built weapons.
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 infinite ammo.
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.
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), but also consumes extra energy equal to 1/3 your HD with each attack. You can only have one Main Weapon, but you can pick this option two more times. The second one the Crit threat increases by 1 and the third the crit multiplier increases by 1. Each extra time you pick it the energy cost per attack also increases by 1/3 your HD.
Mighty:You can expend 1 energy to make all of the super robot's in built weapons deal +1 damage. In the case of the main weapon it deals +2 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 per 4 HD.
Progressive edge: one of the super robot's in built weapons gain the rending property. This costs 2 upgrade points.
Cuting 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. Taking this upgrade multiple times increases it by an extra 1, but you must pay one more point as well (so if you wanted Reactor 4, you would need to pay 1+2+3+4=10 points for example)
Nanomachines: the super robot gains the Regeneration 1 mecha property. Taking this upgrade multiple times increases it by an extra 1, , but you must pay one more point as well (so if you wanted Nanomachines 4, you would need to pay 1+2+3+4=10 points for example)
Balanced: the super robot's in built weapons gain the Finesse property.
Targeter:the super robot gains an extra +1 to all to-hit rolls.
Sparkly visual effects when you use your abilities are mandatory, even for multiclass super/real pilots.Sentient: the super robot has a mind of it's 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 it's own level.
Sentient can be further upgraded with extra pilot points:
Imprint:The super robot counts as having the pilot's stats, feats and skills when he is outside. This also allows the super robot to re-roll failed saves against Stun effects once.
Supporting: As an immediate action the super robot itself can provide a bonus on attack rolls, saves and Dodge equal to 1/4 it's own level for 1 round, rounded down. This costs 3 upgrade points.