Right, while writing the space monster class, I wanted to add stuff like their weapons grabbing/disarming/slowing down targets. And then decided it would be worthwhile to add some new mecha weapon special properties for both standardization's sake and make weapon choice more interesting than "grab whatever deals more damage while aiming for power and/or rending".
Real Robot and Ship Captain units have already been updated, and Super Robots get a new upgrade option to add new properties to their in-built weapons (but no more than one per weapon).
Also finished stating up a decent amount of bioframes and bioweapons, but still need stuff to fill the rest of the class. Here is the rough plan so far:
-Queen can nom pretty much anything that isn't solid dry rock to make minions. She however can only keep control of a few at a time, giving them a big bonus while nearby. The rest can be given basic instincts to control their behavior to a very limited degree like Hunting or Lurking, but they don't get the stat bonus, so they're pretty much crap.
-Queen gets Real/Super spirits, can choose for a spirit to affect all of her currently controled minions with a single use instead of herself.
-Following on the above, the queen's pilot bonus feats can be transfered to minions.
-Queen herself has two main paths. Either she's a big monster herself with her own bioframe and bioweapons that can also grant mutations and whatnot, or she's a
loli regular-sized humanoid that gets to pick a couple schools to learn maneuvers from. In that case the minions themselves can skip bioweapons and pick some maneuvers and stances of their own. Why? Because I love Knight Run damnit!