I did not expect fixing the images to involve so much kissing.
I'll be nice to Fzzr and work on the "Engrish" in the Mecha Combat Basics spoiler since I have a full keyboard this time. I've just copied the whole spoiler contents and corrected, you can paste the corrections back in. Since I was editing it anyway I clarified the sections on Fast Healing and Critical Hit damage.
Getting into a mecha you own is a standard action as long as you're adjacent to it (getting into a mecha you don't own will demand hacking and tricking and be completely dependent on the situation and extremely time-inefficient). Getting out of a mecha is a move action, putting you into any adjacent square. While piloting the mecha, it counts as equipped by you only for the purposes of the Plain History school. Stopping piloting the mecha without exiting it is still a move action, and restarting piloting from inside is still a standard action. If you don't have any pilot class, you take a -4 penalty on all 1d20 rolls while piloting a mecha.
Unless otherwise noted, each mecha has only enough space inside for the pilot carrying a light load. This can be spent to carry other people if the pilot is strong enough, although those other people cannot contribute to the mecha's abilities unless noted otherwise, and they will have to squeeze in the pilot's lap/back. Such freeloaders cannot take any actions besides basic speaking that can never trigger other stuff, including being unable to use Spirits unless they have a specific class feature that mentions it like a ship captain's 2nd officer or a Peace Princess's passenger ability. The exception is that it is a move action for them to exit. If the current pilot does not wish to let freeloader exit, roll opposed pilot level+Str mod checks.
Mecha ranged weapons add the wielder's Dex mod to damage rolls. Ranged weapons with the Brutal property can add the wielder's Str mod to damage rolls instead. Mecha ranged weapons always provoke Aoos when firing while threatened.
Mecha weapons count as two-handed for purposes of power-attack and similar abilities if no other weapons are used in the same round.
Mecha Melee weapons add 1,5 the Str mod of the user if they don't use any other weapon for that round. If it is a [Main] weapon, 2x Str mod. If it's a Heavy melee weapon, 2,5 Str mod. If it is a Heavy [Main] melee weapon, 3x Str mod. The same thing with ranged weapons and Dex.
When full attacking, a mecha may choose to either perform iterative attacks with a single weapon or attack once with any or all of its in-built and arsenal weapons, up to a total number of weapons equal to 1+1/3 their pilot level, rounded down. In the latter case, all weapons after the first take a -5 penalty on the attack roll, only add half the relevant stat to damage, and cannot benefit from any precision damage.
Mecha weapons always count as [Force] effects whenever it would be beneficial for them, such as affecting incorporeal opponents, except for bypassing DR.
For mecha combat schools, any strike that demands you to hit your enemy with a basic attack still deals damage as normal on top of any other effects unless otherwise noticed.
The mecha uses the pilot's base saves, BAB, skill bonuses, feats, and self-buff class abilities for fighting (except Regeneration but including Fast Healing), plus the pilot's Str and Dex scores (it takes a strong pilot to handle a mecha under stress, and it takes good reflexes to make it react in time). Remember that they're amplified to the mecha's size, with every foot involved increasing to one mu (for example, a pilot in a mecha takes a -1 penalty on spot checks for every 10 mu of distance, instead of for every 10 feet). Spells that affect others, Psionics, Breath Weapons, Rays and other similar abilities from the pilot cannot be used while inside the mecha, unless it possesses a system for that (maneuvers can still be "channeled" just fine through a mecha tough). A mecha is unaffected by the pilot's size (although you cannot pilot a mecha that's smaller than you). A mecha can only change size by taking the super robot growth upgrade or some other ability that explicitly allows a mecha/ship to change its size. This includes a mecha ignoring abilities of its Pilot such as powerful build.
Despite being a machine, mechas are vulnerable to critical hits due to having complex internal structures. They also take normal damage from fire, cold and electricity and overall possess no inherent resistances or immunities besides what's explicitly mentioned, however have no break DC. Otherwise count them as objects for any other abilities, even if they somehow acquire mental scores, such as the Sentient upgrade.
Damage taken by the mecha is absorbed by the mecha's own HP, never by the pilot, unless the attack was a successful critical hit. In that case, the pilot takes the amount of damage that would have been dealt if not for the critical hit, on top of the mecha taking full damage from the critical hit. Some mechas may have extra pilot protection, reducing this damage further.
A mecha reduced to 0 HP starts to collapse. If the pilot was smaller than the mecha, he/she automatically is ejected in a pod which has 1/10 the mecha's total HP and same Nat armor/DR, but is one size category bigger than the pilot and counts as a mecha for attack purposes. The pod travels 1d12 x5 mu in a direction of the pilot's choice without provoking attacks of opportunity. Some mechas may have improved pods which can move and/or fight on their own. Exiting the pod is a move action. Pilots of the same size as the mecha are instead thrown 1d12x5 mu in a direction of their choice without provoking attacks of opportunity. The pilot may also choose to eject at any time as an immediate action even if the mecha is grappled (but not if it is pinned or the mecha otherwise disabled/helpless/unable to take actions).
A non-destroyed mecha can repair 10% of its missing HP with 1 hour of work if all of its crew/pilot work on it and aren't interrupted.
If in a grapple, only a mecha's weapons with the Defensive property count as Light for attacking purposes (and thus non-defensive weapons cannot be used).
Mechas are immune to the Wrap ability, as well as any other ability that would combine multiple creatures into one, directly or indirectly.