Support Staff



"Just saying, the only way it can't be repaired is if I was the one wrecking it."

-Rand Travis, Support Staff

Original Thread

Mobile Worker
The Support Staff is granted/acquires/salvages an old, obsolete yet sturdy and functional mecha. It counts as either a Super Robot with half Upgrade Points or a non-generic Real Robot with only half the in-built weapons, rounded up (the highest damage weapon must always be sacrificed) and no specials/extras besides Transformation (if any).

Support Staff counts as either Super Robot or Real Robot for multiclassing depending on the kind of Mobile Worker they use.

Arsenal
On top of the mecha the Support Staff can also requisition/salvage an array of basic  swappable  weapons and  accessories  to further customize his mecha. Refer to the Arsenal list for details. Items from the arsenal list can be  swapped  on any friendly organization branch.

Spirited
Each level of Support Staff increases the max number of spirit points of the player by 5. In addition, whenever "Spirit" appears on the table the Support Staff learns one Spirit.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

A Support Staff can count as any class for Spirit cost purposes, but once this decision is made, it cannot be changed.

Bonus Feat
Whenever this appears in the table, the Support Staff gains one Bonus pilot feat.

Base Building
Starting at 4th level, the Support Staff can direct the construction of structures to aid a mecha war effort. Details here.

Top Specialist
At 20th level you pick one Specialization from any field that can be changed with 1d12 hours of work. In addition 1/day as a fullround action you can grant yourself any one specialization from the previously chosen field that lasts 1 hour.

Specialization
Support Staff come in a variety of ways. At first level the Support Staff chooses one of the following Specializations and each time Specialization shows up on the table, they may select one of the options inside. Those options can only be used while piloting inside their Mobile Worker, that's assumed to be customized with the tools to make the Specialization work. In alternative they may be used  provided the Support Staff has direct access to a factory, laboratory, or similar building with proper equipment. Each option may only be selected once unless noted otherwise. Whenever Pilot level is referred to, use your Support Staff level plus half your other levels.

Mechanic
Hard workers that focus on keeping allied mechas in top condition, even in the middle of battle.

Repair
As a standard action a mecha, construct or object within your melee reach recovers 1d8 HP per Pilot Level.

Reload
As a standard action a mecha within your melee reach recovers the ammo of one of their weapons.

Recharge
As a standard action a mecha within your melee reach recovers 50 energy.

Multi Repair
When you use Repair, you can use it on any number of allies within reach.

Multi Reload
When you use Reload, you can use it on any number of allies within reach.

Multi Recharge
When you use Recharge, you can use it on any number of allies within reach.

Resupply
As a fullround action, you can apply two of Repair, Reload or Recharge. You may pick the same option twice, however either way the target also takes a -2 penalty to all 1d20 rolls for 1 round due to the extra stress. You must know the base options to choose them. This cannot be combined with the Multi options.

Brand as New
When you use Repair, Reload or Recharge (but no Resupply), the target gains a +2 Competence bonus to all 1d20 rolls and damage rolls for 1 round.

Full Armor
When you're changing Arsenal equipment you can fit one extra Accessory and up to 10 Arsenal worth of weapons on another mecha, up to the lowest tier available between you  both, and to stack the bonus of two armors and/or two shields, but they take a penalty on melee attacks, Trip checks, Grapple checks, physical skill checks, AC and Reflex saves equal to twice the Accessory/weapon's level (count only the highest) due to being quite cumbersome. Full Armor extras can be discarded by the robot at any time as a free action even if it isn't their turn (for example, if an attack would hit them, so their AC rises). You may pick this option multiple times, each extra one allows you to add another Accessory and extra 10 Arsenal worth of weapons to each mecha, but the penalties stack for each new set.

Module Change
As a Swift action you may swap an Accessory or Arsenal weapon between two mechas within your melee reach (including yourself), provided they're of the same tier and don't go over Arsenal space in either of the mechas. You may pick this multiple times, each extra one allows you to swap another Accessory or Arsenal weapon with the same limitations as part of the same Swift Action.

Fix It
As a standard action you can make an unusable Volatile weapon in a mecha within your melee reach good again. You can pick this twice, in case you can do it as a Swift action.

Wreck It
When you hit an object, mecha or construct in melee, they must make a Fort save with DC 10+1/2 HD+Str mod or you also reduce their max HP by the same amount of damage you deal. Max HP can only be restored by Repair from another Support Staff of the same Pilot level or higher.

Patch Up
As a standard action you can remove all non-instantaneous non-permanent ill conditions from a mecha within your melee reach. You can pick this twice, in case you can do it as a Swift action.

Scientist
Brilliant Minds that carefully observe battle data first hand in order to improve their fellow machines or come up with new ones, although reliability comes at a cost.

When setting up a factory, a Scientist Support Staff can set it to harvest and produce rare materials instead of normal production, as follows depending on the roll made when the area was first discovered. This dice cannot be re-rolled, modified or manipulated by any other ability. They're highly volatile and thus can't be stockpiled over time or sent to other people. Any Scientist abilities that demand Rare Materials also demand maintenance with the same cost. So for example an option that costs 1 Pearlite would result on a reduction of 1 on your production of Pearlite until you decide to support something else.
 * 1) Nothing
 * 2) Rubyte (R)
 * 3) Emeraldyte (E)
 * 4) Chakuryte (C)
 * 5) Diamondyte (D)
 * 6) Saphiryte (S)
 * 7) Konyxite (K)
 * 8) Pearlite (P)
 * 9) Roll again, if you get 2-8 then produces twice that resource, otherwise nothing.
 * 10) Roll twice, ignore this result if it is rolled again.
 * 11) Roll thrice, ignore this result if it is rolled again.
 * 12) Roll four times, ignore this result if it is rolled again.

Convert Data
When you pick this choose ranged attack rolls, melee attack rolls, AC, Fort, Reflex, or Will. As a standard action you and your allies within 600 mu can use the highest modifier between you for the respective stat instead of their own for 1 round, but this bonus is capped at your Pilot Level+9. Ignore any other bonus that would further increase this number, but penalties apply normally. You may pick this multiple times, each extra one allows you to either choose another type of data to convert (you can only convert one at a time though) or increase a cap by 3. With 8 hours of work you can customize a real robot (including mecha mooks) or super robot so one of your Convert Data is always active for them, taking 10 arsenal space and costing Rare Materials depending on what you're converting, melee attack(C), ranged attack(R) AC (S), Fort (E), Reflex (D) or Will (K). Pearlite can be used for any but bonus cap is reduced by 6. Either way each such system has their bonus reduced by 2 every day until you perform one hour of re-calibration to return it to full efficiency.

Prototype Weaponry
With 8 hours of work you can modify an adjacent ally's non-volatile weapon so it deals an extra 1d4 damage, double reach if melee, +5 range per PL if ranged, +1 crit multiplier, +1 crit threat range and your choice of Pinning(P), Concussive(C), Disarming(D), Pushing (S), Grabbing (E), Area(P) or Downfall (K). If the weapon is moved 600 mu or more away from you it gains the Volatile property. If you don't use any rare material you can do this as a standard action but only lasts 1d12 rounds, inflicts a -4 penalty on attack rolls, and becomes unusable right away if moved 600 mu or more away from you. You can take this multiple times, each extra one increases the extra damage by 1d4 and the duration, if no Rare materials are spent, by 1 round.

Experimental Module
As a standard action you can grant one point worth of Super Robot upgrades to an adjacent allied mecha, lasting 1d12 rounds. Normal limits on how many upgrades a mecha can have remain, using the pilot's Pilot level. For the duration if the mecha or pilot is 600 mu or more away from you and rolls a natural 20 or is damaged there's a 50% chance the mecha becomes non-functional until moved to a location where it can change arsenals. At the end of the duration if the mecha is ever 600 mu or more away from you it becomes non-functional until moved to a location where it can change arsenals anyway. You can take this option multiple times, each extra allows you to grant an extra point worth of Super Robot upgrades, and the duration until non-functional increases by 1 round. You can invest rare materials to make the duration permanent with 8 hours of work but 1 upgrade is lost every 24 hours unless you provide 1 hour of maintenance. Each type of Rare material allows for different upgrades.

No mecha can have more than 1 experimental module on them at a time.

Rare Materials Needed:
 * D: Plating, Growth, Mighty, Nanomachines, Soul of the Machine, Soul Crusher
 * S: Agility, Miniaturization, Extra Weapon, Balanced, Zero Pattern, Hyperdimensional Step
 * C: Alien Alloy, Transform, Paired, Blasting, Electronic Nose
 * K: Amplifier, Gravity Engine, Progressive Edge, Targeting, Ancient Sensor
 * P: Battery, Great One, Cutting Plasma Field, Sentient, Undetectable
 * R: Hyperdimensional Storage, Main Weapon, Mysterious Power, Special Attack, King Frame
 * E: Tek Knight, Absolute Barrier, Versatile, Super Servos, Emperor Frame

Counter Measure
Select one Arsenal option you have access to or a spell/maneuver/power/SLA/similar up to your arsenal level +1. You and allies within 600 mu can ignore it whenever applicable. So for example if it's a weapon it can't hurt you and if it's a type of armor your attacks will ignore it. You can change what to ignore with 1d12 hours of work. You can take this multiple times, each one allows you to ignore another option simultaneously, but each ones takes a separate 1d12 hours of work. You can change any one of your counter-measures as a standard action, but in that case it only lasts 1d12 rounds after which it shuts down and becomes useless for 1d12 hours (your other counter-measures, if any, remain working normally).

Mechanization
You can turn a non-mecha helpless or willing adjacent creature into mecha scale (so for example if they were normal medium, they're now mecha medium), as long as that creature's CR is of your PL-2 or lower. This also puts them under your command and grants them +4 Str and +4 Dex, DR 5 and +10 mu to all movement speeds, but they lose any ability to activate spells/SLAs/powers/Su/Ex/Natural abilities except if they dealt damage, in which case they now deal only damage. However you can grant each of their weapons/damaging abilities your choice of Pinning, Concussive, Downfall, Grabbing, Pushing or Disarming. Any gear they were carrying grows with them and becomes part of their body, impossible to remove short of rendering both useless. This takes a fullround action and lasts 1d12 rounds before the mechanized creature collapses and dies into a pile of nasty gore. Can be recycled as food if the original creature was edible, but taste is kinda ruined due to the mechanic bits and machine oils you had to add to make it work on the first place. If a 1 is rolled for this duration, the mechanization becomes permanent but you have no control over the creature. It will first attack the closest creature that threatens you, and then attack creatures randomly. You can spend Rare materials and 8 hours of work to make the transformation permanent "safely" depending on the creature type.

Rare Materials Needed: If a creature would fit two or more criteria, you must spend rare resource of each type. You can only properly control a group of mechanized creatures as long as their combined effective encounter level is equal to your Pilot level-2 or lower. Any excess ones must be given simple orders to do something away from you like "guard this area" or "go attack that place".
 * D: Any creature with the [Air] subtype, humanoids
 * S: Any creature with the [Water] subtype, aberrations
 * C: Any creature with [Earth] subtype, constructs
 * K: Undead
 * P: Outsiders
 * R: Any creature with the [Fire] subtype, dragons
 * E: Animals, plants, vermin

You can take this option multiple times. Each extra one grants an extra +2 Str, +2 Dex, +5 mu to movement speed and allows you to add your choice of Pinning, Concussive, Downfall, Grabbing, Pushing or Disarming to one of their weapons or damaging abilities, and makes them last one extra round if no Rare materials were used.

Super Weapon
Each time you pick this choose one of the options below. Whatever the choice a super weapon demands you to spend a full round action to set it up. Starting the next round after setting it up, you may activate it with a standard action unless mentioned otherwise. For effects that care about it, activating a super weapon counts as costing a fullround+standard actions. Notice that since the fullround action must have been spent at least one round ago, you need to wait to use a super weapon even if you have more actions than normal. After setting up if you move (or are moved) by any means you cannot use the super weapon anymore until you set up again. You also count as flat-footed while set up as most of your concentration goes to calibrating the final details of the super weapon. You can end this flat-footedness at any time to defend yourself, but then the set-up is ruined too and must be restarted. Super Weapons don't demand line of sight or effect, but they demand you to be in an open space (open skies/seas/void) to use them. After being used it demands 1d12 rounds to be useable again unless otherwise noticed. Rare Materials invested on a Super Weapon only become available again after 1d12 hours unless otherwise noticed. You can pick this option multiple times, each extra one choosing a different Super Weapon. Setting up once is enough.

Regardless of choice, super weapons are showy affairs and once used everybody on the affected area learns your exact location and that you were the one using it. Your location remains evident to all within 600 mu regardless of barriers while the cooldown lasts.

A maximum of 5 super weapons may be simultaneously active in a planet or equivalent area due to their extreme local resource consumption, and no more than one super weapon of each kind on the area. A scientist support staff with at least one pick in this option automatically knows if any and which super weapons are active in the equivalent area, and the name and affiliation of their rival. If a scientist support staff attempts to go over this limit, they must make a Pilot Level+Int mod opposed check against the user of of the currently active super weapons, chosen at random (or the same type if possible). The loser (or both of them if it is a draw) has their super weapon disabled for 1d12 hours. When activating a super weapon, you may choose to invest as many extra rare resources of its type as you want (and have available). Add those extra invested resources to the opposed roll.

With 1d12days of work you can change your current Super Weapon picks. They become passé so fast after all unlike more classic weapons.

Iron Curtain
For 1 round grants +20 DR/AC/saves/resistance (Fire, Cold, Electricity, Acid, Sonic) and to opposed checks to resist effects to mechas in a 30 mu radius sphere within 600 mu. Those mechas can't be moved against their own will either. Any non-mechas and plant life on the area on the area must make a Fort save with DC 10+1/2 PL+Int mod or be turned to grotesque metal statues. For each 5 PL you have you may invest 1 Chakuryte  to make affected mechas benefit from the 1 round more. If you roll a 1 on the cooldown time then roll another 1d12. If it's another 1 then the targets cannot move from their position for the duration, otherwise the Iron Curtain simply fails to work this time.

Chronosphere
A sphere with 30 mu radius appears, along with other identical sphere anywhere within 600 mu. The first sphere traps everybody inside, making them unable to interact with reality, and after 1 round mechas in the first sphere are transported to the position of the 2nd sphere, upon which they disappear. Non-mecha creatures are instead transported 1d100 minutes into the future. Unwilling targets may attempt a Reflex save with DC 10+1/2 PL+Int mod to evade. If you have 5 PL you may invest one Pearlite to increase the destination sphere range up to 60 000 000 mu. If you have 10 PL you may invest two Pearlite to increase the destination sphere range to 60 000 000 000 000 mu. If you have 15 PL you may invest three Pearlite to position the second sphere in another plane as Plane Shift instead. If you have 20 PL you may invest 4 Pearlite to put the second sphere at any distance. If you roll a 1 on the cooldown time then roll another 1d12. If if it's another 1 then the destination is randomized, otherwise the Chronosphere simply fails to work this time.

Weather Control System
You can change the weather within 600 mu to any of combination of cold/temperate/desert and normal/abnormal/inclement/Storm/Powerful Storm. Even in space. Once started you can keep channeling the effect as long as you don't move more than 5 mu per round. Once you stop the chosen weather still lasts for the cooldown time. At your choice you can make extra strong winds that  affects creatures on a mecha scale and all ranged attacks, be it or mecha or magic, are limited as if they were siege weapons. You can leave a 30 mu radius sphere “safe” area with normal temperate weather anywhere inside If you have 5 PL you may invest 1 Diamondite to fully cover a continent or ocean, leaving a 600 mu safe area. If you have 10 PL you may invest 2 Diamondite to fully cover a planet, leaving one continent or ocean as a safe area. If you have 15 PL you may invest 3 Diamondite to fully cover a planetary system, leaving a planet as safe area. If you have 20 PL you may invest 4 Diamondite to fully cover a galaxy, leaving a planetary system as safe area. Regardless your exact direction is always obvious to anyone affected by your changed weather. If a 1 is rolled for cooldown time then roll another 1d12. A 1 means random weather starts, otherwise simply fails to start.

Colony Laser
Deals 1d12 damage per PL on a 30 mu radius cylinder with infinite height within 600 mu, half fire half force with the pinning property. Once started you keep channeling the effect as long as you don't move more than 5 mu per round, up to 4 rounds of firing (minimum 1 round), roll cooldown afterwards. Each extra round increases the damage by 1d12, affected radius by 10 mu, and allows you to add the Downfall, Concussive and Disarming properties on that order. Anyone entering the area for the duration is affected. If you have 5 PL you can invest 1 Rubyte to increase the range to 60 000 mu, double radius, and deal full damage to inanimate objects. If you have 10 PL you can invest 2 Rubyte to increase the range to 6 000 000 mu, ten times radius, deal full damage to inanimate objects while ignoring their hardness. If you have 15 PL you can invest 3 Rubyte to increase the range to 600 000 000 mu, hundred times radius,  deal double damage to inanimate objects while ignoring their hardness, and destroying any Force effects on the way. If you have 20 PL you can invest 4 Rubyte to increase the range to 60 000 000 000 mu, thousand times radius, destroy inanimate objects and any Force effects on the way plus ignore energy barriers/walls/fields/coats. If you roll a 1 on the cooldown then roll another 1d12. If it's another 1 then the laser scatters in a random direction as if it was a thrown weapon before stopping. Otherwise the Colony Laser has partially burned up and any subsequent shots will only deal half damage until 1d12 hours are spent repairing it.

Free Healthcare
Normal people may wonder why this qualifies as a super weapon, but proper medical treatment for the masses has been known to make the elites and rulers of the largest empires tremble in terror. Living organic allied creatures in the area gain temp HP equal to your PL, renewed every hour, and recover one HP and ability damage per minute. If you have at least 5 PL you may invest 1 Emeraldyte to  fully cover a continent or ocean and also remove any diseases, blindness and deafness. If you have at least 10 PL you may invest 2 Emeraldyte to fully cover a planet and heal 1 ability drain per day. If you have at least 15 PL you may invest 3 Emeraldyte to fully cover a planetary system and produce a Regenerate effect on allies every week. If you have at least 20 PL you may invest 4 Emeraldyte to fully cover a galaxy.

Cyclops System
Anybody inside the area takes 1d6 damage per PL at the end of their turn (half fire, half force), including yourself, Fort save with DC 10+1/2 PL+Int mod for half. Undeads, constructs and objects are affected too. Once started you can keep channeling the effect as long as you don't move more than 5 mu per round, and each round the damage increases by another 1d6, roll cooldown only at the end. If you have 5 PL you can invest 1 Rubyte to increase the radius of the affected area up to 6000 mu and deal full damage to inanimate objects. If you have 10 PL you can invest 2 Rubyte to increase the radius of the affected area up to 60 000 mu and deal full damage to inanimate objects while ignoring their hardness. If you have 15 PL you can invest 3 Rubyte to increase the radius of the affected area up to 600 000 mu,  deal double damage to inanimate objects while ignoring their hardness, and destroying any Force effects on the way. If you have 20 PL you can invest 4 Rubyte to increase the radius of the affected area up to 6 000 000 000 mu, destroy inanimate objects and any Force effects on the way plus ignore energy barriers/walls/fields/coats. If you roll a 1 on the cooldown then roll another 1d12. If it's another 1 then the cyclops system still works for another round, dealing double damage. Otherwise the Cyclops System has partially burned up and any subsequent uses will only deal half damage until 1d12 hours are spent repairing it.

Astral Pollution
Anybody in the area attempting to use a spell/power/SLA/maneuver/similar with a casting/manifesting time higher than a fullround action (including channeling effects for more than 1 round) or craft magic/psionic items takes 1d12 damage per PL and must make a concentration check to keep it as appropriate unless they sacrifice a sentient helpless good creature as part of the process. Once started you can keep channeling the effect as long as you don't move more than 5 mu per round. Roll cooldown only at the end. If you have at least 5 PL you can invest one pearlite to extend this effect's radius up to a full continent or ocean and the damage cannot be prevented/reduced by any means. If you have at least 10 PL you can invest two pearlites to affect a full planet, the damage cannot be prevented/reduced by any means and creatures slain by it cannot be brought back to life. If you have at least 15 PL you can invest five pearlites to affect a full planetary system, the damage cannot be prevented/reduced by any means, creatures slain by it cannot be brought back to life, and the damage taken cannot be healed until the Astral Pollution is stopped. If you have at least 20 PL you can invest ten pearlites to affect a galaxy, the damage cannot be prevented/reduced by any means, creatures slain by it cannot be brought back to life, the damage taken cannot be healed until the Astral Pollution is stopped, and ten sacrifices are needed to avoid the damage.

Burden of Progress
All living creatures in the area age twelve times as fast, take a -3 penalty on physical ability scores, take a -5 penalty on saves against poison/disease, no longer gain any bonus ability scores from old age, and skip their fertile ages, becoming unable to bear any new generations, including blocking of abilities that produce spawn like that of a Slaad. Once started you can keep channeling the effect as long as you don't move more than 5 mu per round. Roll cooldown only at the end. Fruits go from green to rotten, flowers open only to start withering right away, bird chicks grow into old unsavory birds that can't lay eggs, etc. Only an Einst Queen may still give birth to drones if she succeeds on a Fort save with DC 10+1/2 PL+Int mod, otherwise produces a stillbirth drone. If you have 5 PL you can invest one Konyxite to extend the area to a full continent or ocean. If you have 10 PL you can invest two Konyxite to extend the area to a full planet. If you have 15 PL you can invest five Konyxite to extend the area to a full planetary system. If you have 20 PL you can invest ten Konyxite to extend the area to a full galaxy. If a 1 is rolled for cooldown roll again. If it's another 1 then you age 1d12% of your maximum age (if you had no maximum age then it now is 1d12 decades). Otherwise the system has decayed and you need to spend 1d12 hours repairing it.

Frozen Space
All empty (or containing only with gas/atmosphere) space inside the area freezes into indestructible opaque matter. Once started you can keep channeling the effect as long as you don't move more than 5 mu per round. Roll cooldown only at the end. If you have 5 PL you can invest one  Saphirite to extend the area to a full continent or ocean. If you have 10 PL you can invest two Saphirite to extend the area to a full planet. If you have 15 PL you can invest five Saphirite to extend the area to a full planetary system. If you have 20 PL you can invest ten Saphirite to extend the area to a full galaxy. If a 1 is rolled for cooldown roll again. If it's another 1 then you become unable to take actions for 1d12 minutes. Otherwise the system has frozen and you need to spend 1d12 hours repairing it.

Minion Machine
The Scientist can build one Minion Machine, a small or medium sized mecha scale mindless construct with 1 HD that obeys without question (notice that as a mindless being it has neither skills or feats). They use unstable and dangerous power sources that make them poorly suited for being piloted from inside.

Mass Minions
Increases the number of Minion Machines you can maintain as shown below. You can pick this multiple times.

Mecha Minion Control for each pick

 * 1 pick: 2 minions
 * 2 picks: 4 minions
 * 3 picks: 8 minions
 * 4 picks: 16 minions
 * 5 picks: 24 minions
 * 6 picks: 32 minions
 * 7 picks: 64 minions
 * 8 picks: 96 minions
 * 9 picks: 128 minions
 * 10 picks: 256 minions
 * 11 picks: 512 minions
 * 12 picks: 1024 minions

Mega Minion
The Scientist can create servants with more HD. A Minion Machine with 2 HD takes the resources of two 1 HD Minion Machines, and every 2 HD from there takes twice the amount of level 1 minions. So a 6 HD minion takes the resources of 8 1 HD minions, a 8 HD minion takes the resources of 16 1 HD minions, and so on.

Military
Although giant robots usually dominate the battlefield,  last generation mechas are usually reserved to the most elite pilots, so most soldiers still find themselves driving more simple machines or even on foot, helping in any way they can.

Armored Company
Pick one Air, Land, Space and Water option from the Vehicle List below. When you're allowed to change Arsenal, you can requisition one of the chosen options, and their Arsenal Access is the same as your own. You can take twice as many Vehicles in return for them being two levels lower, but their Arsenal Access is also reduced 1 level by duplication, to a minimum of zero Arsenal level. This includes Warrior NPCs of a LA 0 race of your choice to pilot them, same level as the vehicle, no feats (except for any bonus ones) or skill points, which were spent on obscure proficiencies and professions to allow them to do their job. You can combine your mecha with one such vehicle with 1d12 hours of work, in which case add together HP, DR, arsenal and weapons, as well as using the best movement speeds.

Markerlights
The Support Staff can equip any vehicle or mecha with Markerlights that take 2 Arsenal Space. They're a ranged weapon with the Power property, 100 mu range, a +10 bonus to hit, and costing 5 energy to fire, but do not inflict damage nor any other effects regardless of gear or class abilities besides one of the options below, chosen when the Markerlight is fired. Only the Support staff himself and his Armored Company warriors can properly operate the Markerlight. You can take this option multiple times, each extra one increases the hit bonus by +2, the range by +20 mu, and adds an extra bonus as described in each option.

Pinpoint
For 1 round the hit target takes a -6 penalty to AC (increase by an extra -1 per each extra pick) and double that penalty to Hide checks.

Seeker
For 1 round the hit target cannot benefit from any Concealment or Cover besides Total Cover. For each extra time you picked this this effect lasts another round.

Destroyer
For 1 round all damage the target takes is increased by 1d6, plus +1 per extra time this is picked.

Scour
If you hit the target, another ally can fire a ranged weapon at them as a free action, provided they're within range. Each extra time you pick this the ally can count their weapon as having +20 mu range.

Explosive Charges
The Support Staff can equip any mecha or vehicle with Explosive Charges that take 2 Arsenal Space. They're a melee weapon with the Power, Rending, Downfall and Concussive properties, a +5 bonus to hit, and 1 ammo and inflict 1d10 damage per Pilot level. Only the Support staff himself and his Armored Company warriors can properly operate the Demolition Charges. You can take this option multiple times, each extra one allows you to pick one of the following upgrades (chosen when the Explosive Charge is equipped).

Area
The Explosive Charge affects all targets in a radius of 10 mu per extra pick, roll to hit against each.

Demolition
The Explosive Charge deals ten times as much damage against unattended objects and pilotless mechas, fully ignores their hardness/DR.

Remote Control
You can detonate the Explosive Charge at range as an Immediate action, although you lose the signal frequency after 24 hours. Roll to-hit against any creatures on the same square, unattended objects/mechas are hit automatically. Counts as a Trap with Disable DC 20+Pilot level, and failure makes it automatically hit with a confirmed critical against whoever was trying to disable it.

Sticky Magnets
The Explosive Charge gains a +2 bonus to hit. If you have Remote or Timer, the Explosive Charge can now be attached to a mecha without detonating, and it takes a Spot check opposed by an Hide check from you to notice the Explosive Charge has been attached at all.

Timer
You can set the Explosive Charge to detonate only after a set number of rounds have passed, up to 24 hours. Roll to-hit against any creatures on the same square, unattended objects/mechas are hit automatically. Counts as a Trap with Disable DC 20+Pilot level, and failure makes it automatically hit with a confirmed critical against whoever was trying to disable it.

Thrown
The Explosive Charge can be used as a ranged weapon with range 10 mu per extra pick and the Brutal Property.

Medic
Androids aside, most mecha pilots are still beings of flesh and bone, and it's important to keep them healthy in order to have an effetive force. Or at least keep them combat-able.

Drugs
The Medic learns how to brew certain drugs that can be injected to an adjacent living organic creatures as a standard action. Unwilling non-helpless creatures demand a melee attack as part of the action. The medic's mobile suit becomes equipped with special long syringes, exceptionally thin and flexible, that can inject drugs in living organic pilots in adjacent mechas. Each time this is picked choose one of the following. Each drug lasts 1 hour unless otherwise noticed and permanently reduces the target's max HP by 1 per PL. Max HP lost this way returns at the rate of 1 per day. The medic may choose to reduce her PL when delivering drugs.

Buffer
Grants +2 enhancement bonus to an ability score, chosen when this ability is gained. Bonus increases by an amount equal to half your PL, rounded down. Each extra time you choose this, you may pick another ability score to enhance, but only enhance one at a time per injection.

Corrector
Heals 1d12 ability damage to an ability score plus half that amount of ability drain, or cures Nausea, Paralysis, Sickening, Fatigue, Exhaustion, Charm, Domination, Stun, or Daze, and for the duration target becomes immune to the thing it corrected. Each time you choose this you must pick a pair of things to correct, they're delivered simultaneously.

Rager
Target rages as a Barbarian for 1 round per PL.

Refresher
Target gains Fast Healing equal to 1+1/2 PL and instantly heals HP equal to your PL when drug is delivered.

Stimpack
Target gains +30 enhancement bonus to all movement speeds. If you have 6 PL target gains an Haste Effect for 10 minutes instead. If you have 12 PL target gains an extra move action per round for a minute instead. If you have 18 PL target gains an extra standard action per turn for 1d12 rounds.

Painkiller
Target gains Temp HP equal to 5 times your PL and can keep acting even at negative HP, and for 1 round after dropping below -10.

Sedative
Target receives a Calm Emotion effect with no save, or must succeed on a Fort save with DC 10+1/2 PL+Int mod or fall asleep.

Fixer
Ends a drug's effect earlier and reduces the max HP penalty by an amount equal to your PL to a minimum of 1 max HP penalty. However each extra time this is applied to a creature in a 24 hour period there's a cumulative 1% chance the Fixer fails and the creature becomes immune to Fixer for 1d12 hours.

Drug Drum
You can shoot your drugs with a ranged weapon that uses ammo, in which case it deals no damage but delivers the drug to the target. Still a standard action, or a fullround action in case of Heavy ranged weapons.

Cocktail
Choose two different drugs (may be two different options of the same class of drug). You can deliver both as a single standard action. Can be picked multiple times, each one allowing to combine another pair of drugs into a special mix.

Psychological Evaluation
Living organic enemies within 30 mu take a penalty on all Cha-based skills equal to your PL. If you have at least 5 PL they must succeed on a Will save with DC 10+1/2 PL+Int mod to tell a lie while in the area. If you have at least 10 PL you also benefit from a True Seeing Ex effect against living organic creatures in the area. If you have at least 15 PL you count as being able to read the thoughts of any living organic creature within the area unless they succeed on a Will save with the same DC. At 20 PL you instantly learn the whole story of living organic creatures that enter the area if they fail the Will save.

Brainwash
With 1d12 hours of work on an helpless or willing subject (even inorganic ones), you can erase their memories and replace them with fresh ones of your choosing.

Your pilot level determines the amount of time the replaced memories can cover The Medic also gains a +6 bonus on Charisma checks and Cha-based skills against subjects she brainwashed. This never results on the loss of skills/feats/class abilities. But can replicate one of the following benefits. The Brainwash Benefit only apply while within 30 mu of the Medic and the Medic must be able to talk, repeating subtle insinuations to keep the facade. Plus a Brainwashed subject needs 1 hour of “maintenance” per week plus another hour of weekly talk every week per bonus feat or the Brainwash effects start to reverse, which is a rather nasty feeling that makes them automatically hostile towards the Medic and embark on a quest for revenge which will not be satisfied until undeniable proof is shown that the Medic is dead, dead, dead! Even then every 1d12 years there will be a relapse where the subject goes 1d12 months in a renewed revenge quest. This side-effects count as permanent for effects that may attempt to remove/end them.
 * 1) One round
 * 2) One minute
 * 3) Ten minutes
 * 4) One hour
 * 5) Twelve hours
 * 6) One day
 * 7) One week
 * 8) One month
 * 9) One year
 * 10) One decade
 * 11) One century
 * 12) One millennium
 * 13) Ten millennia
 * 14) Hundred millennia
 * 15) One million years
 * 16) Ten million years
 * 17) Hundred million years
 * 18) Billion years
 * 19) Trillion years
 * 20) Full lifetime
 * Change the creature's standing to another from the tampered memories one step (does not stack with other effects that change standing)
 * Grant any one Pilot Feat, up to 1 +1/4 HD of the target.

You can pick this option multiple times, each extra one allows you to grant an extra bonus feat or change the creature's standing to another creature one step (must pick different creatures for each standing). Those feats can be changed during “maintenance”.

Pilot Patch
With 1d12 hours of work you can change a willing or helpless creature's skill points and feats, at the rate of 4 skill points per PL or 1 feat per session. If a 1 is rolled for the duration roll another 1d12. If it's another 1 then the patient loses the skill points/feats you wanted to swap around until a corrective work can be done (working as a fresh Pilot Patch). Otherwise it simply went wrong and must be re-started.

Direct Link
With 1d12 hours of work you can perform an operation in a living organic pilot to make them able to connect directly to a mecha. When piloting the living organic pilot can as a fullround action add their HP to the mecha's, but cannot exit, eject nor benefit from any healing effect until the connection is ended, another fullround action. Once the connection is ended any damage is split evenly between pilot and mecha. If a 1 is rolled for the duration roll another 1d12. If it's another 1 then the operation had nasty side effects and the pilot becomes a cripple while outside the mecha, only able to talk. Otherwise the operation simply failed and must be re-started. While within 30 mu from you a pilot using Direct Link can also add your Int mod as a bonus to either their AC, attack rolls, damage rolls, or one type of save, chosen when the Direct Link is started.

We Can Rebuild Them
If you have an organic creature that's not been dead for more than 1 minute, you can start an operation to bring them back to life by changing their race for another basic living race (LA 0) with 1d12 hours of work. You must choose a different race each time. Alternatively, at the rate of 1d12 hours per level, you may change their levels to any monster class. If you increase the time to 1d12 days per level, you can make them mecha-scale too, but you must change all their levels to a monster class and they cannot take any pilot levels. Any feats and skill points can be retrained as well. If a 1 is rolled on the time roll another 1d12. If it's another 1 then the operation ends earlier but the creature goes berserk and blindly attacks everything and everyone until destroyed, instantly destroying anyone who tries to charm/dominate/control/command it. Otherwise the operation has simply gone wrong and must be restarted from scratch. The first step of the process is putting the body in some type of chemical bath or cryo chamber that prevents rotting and also means the process can be interrupted safely at any point and resumed later. You can perform the operation while being carried inside a battleship too. Either way a rebuilt creature demands 1 hour of maintenance from you every week or stop working forever.

Operation
With 1d12 hours of nasty bloody work you can apply one of the following effects on a creature.

Fast
The subject's movement speeds increase by 10 feet.

Scaly Skin
The subject's Natural armor increases by 2.

Superior
One of the subject's ability scores increases by 2.

Sharp Nose
The subject gains the Scent standard ability.

Skillful
The subject gains a +4 bonus on all checks with a single skill chosen at the moment of the operation.

Plastic Chirurgy
The subject gains a +10 bonus on disguise checks to pass as a specific creature chosen at the time of the operation. Alternatively, the subject gains a +20 bonus on disguise checks to prevent others from figuring out its own identity.

You can apply multiple operations in a single creature, but no more than one of each kind (including not being able to perform an operation on a subject that is already under effect from that operation by somebody else).

Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per HD of the subject itself (minimum 1). Different operations stack, but so do the max HP reductions. The Medic can "reverse" operations with another 1d12 hours of work.

Alternatively, the Medic may operate the subject for just minor cosmetic changes like skin color change, hair implants and removing/adding signs. Those don't provide any mechanical bonus but neither do they reduce the subject's HP.

Operations (but not reverting them) may be performed as a fullround action in case of emergency, but in this case they only last 1d12 minutes, and if the result is 1 then instead the victim's max HP is simply reduced until you revert them properly.

Cloning
As a standard action you can speed up the multiplication of cells in a localized manner, making an adjacent living organic creature heal HP equal to your Int mod per round for a number of rounds equal to your PL. Your mobile suit gets equipped with special long syringes that can reach a pilot inside their cockpit. Unwilling pilots demand a melee attack roll.

If you have PL 3+ you can instead as a standard action attempt to cure a disease by succeeding on a check of 1d120+PL+Int mod against the disease's DC or heal 1 ability damage per round to a specific stat for a number of rounds equal to your PL.

If you have PL 5+ you can instead as a standard action regenerate any lost body parts on an adjacent living creature over a period of 1d12 rounds (until then the lost body parts still count as non-functional can't save a decapitated body because the head's already dead by then though) or heal 1 ability drain per round to a specific stat for a number of rounds equal to ½ your PL.

If you have PL 9+ you can instead create a clone from somebody else dead or alive, although there's some loss in capacities. This demands 1d12 hours, need at least 10% of the original's body mass, and otherwise works as Raise Dead.

If you have PL 13+ you can make clones faster as a 1d12 minutes process, still needing at least 10% of the original's body mass, otherwise works as Resurrection.

If you have PL 17+ you can avoid any loss with your clones as a 1d12 days process, still need at least 10% of the original's body mass, otherwise works as True Resurrection.

For the healing options, using them more than once per hour in a creature carries a cumulative 1% risk on the creation of a deadly incurable cancer that makes their max HP drop by 1 every day. This cancer will not carry to new clones though.

For the creation of clones, a time roll of 1 means the new clone has an incurable cancer that will kill them in 1d12 months. This will not carry to new clones though.

Multiple Clones
Due to the proccess involved, clones have a burning hatred of their original as well as of other clones of said original, and will suicidically pursue and attack each other on sight until there is clearly only one, unless completely unaware of the other clone/original's existence.

Clones and Souls
A clone copies the flesh but not necessarily the soul. If one wishes to copy the soul all well, the cloning proccesses take hundred times as much time. If the original's soul is free and willing, it can be guided to a clone's body simply by doubling the cloning time. If the soul is available, it's also possible to fragment it into two clones by multipling the cloning time by ten, in which case both count as soulless until 1d12 years have passed.

Soulless Clones

First of all a Soulless clone is, obviously, useless/immune for any effect that specifically demand a soul.

Otherwise Soulless clones cannot be brought back to life by any magic effect and have no afterlife to look forward to. When they die, that's it.

Artificial Birth
You can create new living creatures from scratch. This takes 1d12 weeks per CR of the living creature, up to your PL-2 (so at first level you can only produce CR 1/3, taking 1d12 weeks divided by 3). You must also have a living willing/helpless specimen of the same race/class to work as basis during the whole process, although you can pick new feats/skills/gender/specific class decisions and use the elite array of stats distributed as you choose. Alignment is randomized and they start friendly to you but otherwise have no compulsion to obey you. With another 1d12 hours of careful bonding you can make one of such beings your follower, unless you already have (or later gain) another follower in which case they'll be too jealous to obey you properly. The first of a kind is always harder, but you can create copies with the same profile as another of your creations in just 1d12 days. Either way a 1 on the creation duration means the process ends exceptionally fast but the new being goes berserk, suicidically attacking everything and everybody and instantly destroying anybody trying to charm/dominate/command/control them. A natural 1 on the bonding time instead means they'll just want to remain as casual friends and leave to start their own life. Artificial Birth beings count as soulless as per cloning.

Minion Machines
Besides the usual features and traits of the construct type, it gains the following base characteristics: It must then pick a “base” Chassis from the following list
 * Hardness 1 per HD
 * Natural Armor of +2
 * 14, 12, 10 and 8 to be used as the base stats
 * Cannot speak, although it can produce metallic blips and screeches to communicate basic events like “under attack” or “task ended”. Those are only clear for the Scientist that created it, although others that hang around long enough may understand it
 * Minion Machines aren't exactly known for their adaptability and thus need constant supervision. The Scientist projects a “control aura” of 5 feet per rank in Craft(Construct). Any of her Minion Machines outside that range have a 50% chance of jamming at the start of her turn, not taking any actions until the Scientist gets in range again and spends a fullround action bringing them back into action (multiple jammed  Minion Machines whitin range may be unjammed as a single fullround action).

Minion Machine Base Chassis
Android-Two legs, two arms with hands, one head, all connected to a central torso. Base speed 30 feet, proficient with simple weapons and one martial weapon of the Scientist's choice, plus two Slam or two Claw natural attacks dealing 1d6+Str mod each.

Runner
Four legs, one head, all connected to a central torso. Base speed 50 feet, one bite attack dealing 1d3+0,5 Str mod and two hooves attacks dealing 1d4+ Str mod each, no weapon proficiencies. Incapable of fine manipulation, but counts as quadruped for carrying purposes.

Crawler
Multiple legs all connected to one long torso at the tip of which it's an head. Base speed 40 feet, Climb speed 20 feet, ignores hard terrain, one natural attack dealing 1d8+1,5 Str mod, incapable of fine manipulation.

Wheeled
As Android, except the construct has wheels instead of legs, granting it a base speed of 60 feet but cannot jump and takes a -10 penalty on Climb checks.

Swarm
The Minion Machine is actually composed of hundreds of tiny  constructs that work together. It gains swarm traits, its Swarm attack deals 1d6 damage per 2 HD to every creature inside its space and the Distraction save is 10+1/2 HD+Str mod, base speed 15 feet and Climb speed of 15 feet. You need at least 6 ranks in Craft(Construct) to create this type of chassis and can only grant it to a Minion Machine with at least 2 HD. It fills a 5 feet space, which can be increased by taking the Growth Upgrade.

Monolith

The Minion Machine cannot move on its own unless it's given a movement speed somehow (and even then said movement speed is halved), neither has natural weapons or can perform fine manipulation, but gains +4 Hardness, +4 Nat Armor, the Powerful Build trait and Upgrades for it cost 1 less Slot to give, to a minimum of 1 slot per Upgrade.

Minion Machine Accessories
And then it can be fitted with Accessories. Each Minion Machine has Upgrade “slots” equal to its HD. Each Upgrade takes a number of “slots”equal to the number in brackets. You can take an upgrade without spending slots by investing the correct type of Rare Material as shown in [] at the rate of 1 Rare Material per upgrade slot. Unless otherwise noticed each upgrade can only be taken once.

Extra Plating (1)[C]
Gain an extra 5 HP and +1 Nat armor. Can be taken multiple times, stacks.

Booster (1)[D]
One movement speeds increases by 10 feet. Can be taken multiple times, stacks.

Cleaver (1)[C]
Gain the Cleave feat.

Force Field (1)[P]
Gain +1 Deflection bonus to AC. You may take this multiple times, stacks.

Icarus Prototype (1)[D]
Mechanical wings grant a fly speed of 20 feet (average). You need 6 ranks in Craft(Construct) to pick this.

Bronze Bull (1)[C]
Gain the Improved Bullrush feat.

Skirmisher (1)[S]
Gain the Mobility feat.

Iron Crusher (1)[R]
Gain the Power Attack feat.

Isolation Layers (1)[K]
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Minion Machine gains resistance 5 against that energy type. May be picked multiple times, either the same one or a diferent element, and stacks with the hardness.

Quantic Isolation (5)[P]
Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Minion Machine becomes immune to that element. May be picked multiple times, each one choosing a diferent element.

Amphibious (1)[S]
Gain swim speed equal to the base speed.

Iron Tripper (1)[C]
If the Minion Machine hits with a natural attack, it can attempt to trip the opponent as a free action whitout making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Minion Machine.

Growth (2)[E]
The Minion Machine becomes one size category larger, gaining all the standard advantages and penalties except ability score changes, and its Natural armor bonus increases by 1. This can only be chosen if you have at least 7 ranks in Craft(Construct) and the Minion Machine has at least 3 HD. For every 4 extra ranks you have in Craft(Construct), you can make your minions one size larger, as long as they have enough HD (7 HD for huge, 11 for gargantuan, 15 for colossal) by taking this upgrade multiple times (it counts as a single upgrade for reduction purposes).

Miniaturize (2)[E]
The Minion Machine becomes one size category smaller, gaining all the standard advantages and penalties except ability score changes, plus its reach and weapon damage remains the same. This can only be chosen if you have at least 7 ranks in Craft(Construct) and the Minion Machine has at least 3 HD. For every 4 extra ranks you have in Craft(Construct), you can make your minions one size smaller, as long as they have enough HD (7 HD for diminutive, 11 for fine) by taking this upgrade multiple times (it counts as a single upgrade for reduction purposes).

Self-Repair System (1)[E]
Gain Fast Healing 1, can be taken multiple times, stacks.

Reanimation protocols (4)[K]
Gain Fast Healing equal to half HD, stacking with other sources of Fast Healing, and if the Minion Machine is destroyed, the bits and parts start uniting again. After 5 rounds, the Minion Machine is brought back to 1 HP and its Fast Healing restarts. The only way to fully stop it is to inflict double its max HP in damage before the 5 rounds pass.

Artificial Muscles (1)[C]
Gain +2 to Str or Dex, can be taken multiple times, stacks.

Powerful Pistons(5)[R]
Gain +12 to Str.

Servo-Motors (5)[D]
Gain +12 to Dex.

Pounce (2)[R]
Gain the Pounce basic ability.

Enforcer Grasp (2)[C]
If the Minion Machine hits an opponent with a natural attack, it may attempt to start a grapple as a free action whitout need of a touch attack or provoking attacks of opportunity. If you have 11 ranks or more in Craft(construct) or more it also ignores Freedom of Movement effects on its enemies when grappling them.

Target Lock (2)[D]
The Minion Machine's natural weapons gain the Improved Critical feat.

Energy Gun (2)[R]
The Minion Machine becomes able to fire rays of energy (fire, cold, electricity, acid or sonic chosen when this Upgrade is given) as an attack action with a range of 5 feet for each rank you have in Craft(construct). In the first range increment they count as touch attacks and ignore all adverse wind conditions, anything further than that they count as normal ranged attacks. Either way it deals 1d8 chosen energy damage per 2 HD (+1 damage per HD for fire or Cold, +1 attack roll for electricity, ignores half hardness for Acid -1 damage per HD for sonic). For every size category the Minion Machine is bigger than Medium, increase the base damage per 2 HD one size category.

Trample (2)[E]
As a standard action during its turn each round, the Minion Machine can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d6 + its Str modifier for medium size. The target can attempt a Reflex Save (DC 10 + ½ Minion Machine’s Hit Dice + Minion Machine’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

Radar (2)[P]
The Minion Machine gains blindsense with a range of 5 feet for every rank you have in Craft (Construct).

Double Sensor (3)[K]
The Minion Machine gains blindsight with a range of 5 feet for every 2 ranks you have in Craft(Construct)

Customized HUD (5)[D]
Gain blindsight with a range of 5 feet for every rank you have in Craft(Construct).

Crystal Optics (9)[R]
Gain True Seeing with a range of 10 feet per rank in Craft (Construct).

Transform (1)[P]
Pick another chassis except Monolith. The Minion Machine can switch between each of those chassis types as a swift action. Any other upgrades that wouldn't work with the new form don't do anything until it changes back into a valid form. If you pick it yourself with Auto Upgrade you choose one chassis kind in which you can transform. Equipment and armor don't change, unless they can't be used for the other form, in which case they're simply integrated into the new form and become nonfuctional.

Constrict (1)[C]
On a sucessful grapple check, the Minion Machine deals damage equal to its best natural weapon damage.

Adaptable Matrix (5)[S]
The Minion Machine can switch between any chassis form except Monolith as a swift action. Any other upgrades that wouldn't work with the new form don't do anything until it changes back into a valid form. Equipment and armor don't change, unless they can't be used for the other form, in which case they're simply integrated into the new form and become nonfuctional.

Energy Beam (5)[R]
As a Standard Action the Minion Machine can produce a line with 10 feet per rank you have in Craft(construct) that deals 1d6 damage per HD, reflex save with DC 10+1/2 HD+Str mod for half. The damage type is either fire (+1 damage per HD), cold(+1 damage per HD, Fort save instead of reflex), Acid (ignores half hardness), electricity(+2 save DC) or sonic (-1 damage per HD), chosen when this Upgrade is given. For every size category the Minion Machine is bigger than medium, increase the damage per HD one size category.

Superior Plating (5)[C]
Gain +40 HP, +5 Nat armor, +1 Hardness.

Cloaking System (3)[D]
The Minion Machine can use Invisibility as a SLA on itself as a Standard action with CL=HD. If the Scientist has 10 or more ranks in Craft (Construct), can only be beaten by See Invisiblity, Invisibility Purge and similar unless the source is whitin 20 feet of the Minion Machine, except for True Seeing. If the Scientist has 15 ranks in Craft (Construct) or more even True Seeing can only beat it if the source is whitin 20 feet of the Minion Machine.

Greater Cloaking (8)[S]
The Minion Machine benefits from a permanent Improved Invisibility effect, that can only be beaten by See Invisiblity, Invisibility Purge and similar unless the source is whitin 20 feet of the Minion Machine, except for True Seeing. If the Scientist has 15 ranks in Craft (Construct) or more even True Seeing can only beat it if the source is whitin 20 feet of the Minion Machine.

Null Field (11)[K]
The Minion Machine can produce or end an Antimagic Field centered on itself as a swift action, with a range of up to 5 feet per rank you have in Craft(Construct).

Voice Box (2)[S]
The Minion Machine receives a permanent Magic Mouth effect.

Magic Resistant (2)[P]
The Minion Machine gains SR equal to 10+ranks in Craft(Construct), which may be raised or dropped at any time as a free action. May be taken multiple times, each one increasing this SR by 4, and in that case it counts as a single upgrade for reduction purposes.

Rend (3)[E]
The Minion Machine needs two claws to pick this. Whenever it hits the same opponent with two claw attacks in the same round it deals extra damage equal to base claw damage+1,5 Str mod.

Skirmisher (3)[S]
the Minion Machine gains Spring Attack as a bonus feat.

Sudden Spin (3)[D]
the Minion Machine gains Whirlwind Attack as a bonus feat.

Drills (3)[C]
The Minion Machine gains a burrow speed of 20 feet, which is halved for hard rock or similar terrain. For one extra Upgrade Slot, it can choose to leave an unseable tunnel behind.

Gravity Engine (4)[D]
The Minion Machine gains a flight speed of 20 feet (good maneuverability).

Repulsor Platform (6)[S]
The Minion Machine gains a flight speed of 20 feet (perfect maneuverability) and ignores adverse wind conditions when flying.

Self Sentient (10)[E]
The Minion Machine gains gains an Int score equal to the Scientist's own base Int score minus 6, granting 2+Int mod skill points per HD and feats as normal. It has Spot and Listen as class skills and can “purchase” more class skills at the rate of 2 per Upgrade Slot.

Exotic Gear (1)[R]
The Minion Machine gains proficiency with a weapon or armor of its choice. May be taken multiple times, each one choosing a different one.

Extra Attack (2)[R]
The Minion Machine gains a new Natural Weapon dealing 1d6+Str mod for medium size (piercing, slashing or bludgeoding damage, chosen when this Upgrade is granted). May be picked multiple times, stacking.

Shredder (5)[E]
the Minion Machine gains three new Natural weapons, each dealing 1d6+Str mod for medium size (piercing, slashing or bludgeoding damage, equal for all, chosen when this Upgrade is granted).

Energy Field (1)[P]
Pick one natural weapon of the Minion Machine. It now deals an extra 1d6 energy damage (cold, fire or electricity) on a sucessful hit. This can be taken multiple times, each one for a diferent natural weapon.

Energy Canon (1)[R]
You need Energy Field on the Minion Machine to pick this. It can now as a standard action project a cone with 5 feet for every rank you have in Craft (Construct) dealing 1d6 damage of the same energy type per HD, reflex save with DC 10+1/2 HD+Str mod for half. The kind of energy damage is the same as the Enerfy Field. If you picked Energy Field more than once, increase the DC by 1 for each extra time. For two more Upgrade Slots this may be used as a swift action. For four more upgrade Slots this may be used as an immediate action.

Atomic Flayer (5)[K]
A molecular disassembling beam, capable of reducing flesh, metal, stone and even spirit to its components. This ranged weapon deals 5d6 points of untyped damage as an attack action, range increment 60 feet and fully affects incorporeal/ethereal targets. It ignores half all DR and harness. On a natural 20 it ignores all DR and hardness and regeneration.

Atomic Blaster (7)[K]
As the Atomic Flayer, but deals 7d6 points of untyped damage and ignores all hardness, DR, regeneration on a natural 19-20.

Atomic Cannon (9)[K]
As the Atomic Flayer, but deals 1d6 damage per HD.

Heavy Atomic Cannon (11)[K]
As a standard action this weapon releases a crackling green beam that works as a Disintegrate spell with CL=HD and save DC being 10+1/2 HD+Str mod.

Hyperphase Edge (5)[P]
An energy blade that vibrates across dimensional states, and can easily slice trough armor and flesh to sever vital organs within. Choose a slashing weapon the Minion Machine is proficient with. While on that Minion Machine's control, attacks with that weapon count as touch attacks.

Mindshackle (9)[K]
This can only be given to a Minion Machine with the Swarm chassis. The tiny constructs can now bury into a victim's nervous system and bypass cerebral functions, turning the victim into little more than a puppet under the control of the Scientist. As a standard action the Minion Machine can produce a Dominate Monster effect on a creature it had already damaged with its Swarm Attack and is now inside its space, CL=HD, save DC 10+1/2 HD+Str mod. Constructs are fully affected by this. Should the target fail the save, the Minion Machine Swarm fully enters its body to control it and cannot take other actions, and anyone adjacent to the victim can quickly notice something is wrong with them thanks to the tiny “metal bugs” crawling in and out of their skin.

Phase Shifter (13)[S]
The Minion Machine can use Ethereal Jaunt as an immediate action, and end the effect as a free action.

Entropic Strike (7)[R]
Choose one weapon the Minion Machine is proficient with. Damage dealt by that weapon applies to both the current and max HP of the target. Plus whenever you score a sucessful hit or your attack roll misses but still exceeds the target's touch AC, their natural armor is reduced by 1 (this can result in negative natural armor). This may be healed the same way as ability damage.

Independent (1)[E]
The Minion Machine is prepared to work by itself, not risking jamming unless left whitout maintenance for a number of days equal to your Int mod. However when it exits the control range of the Scientist, it defaults to one of the following basic behaviours, chosen when this upgrade is given.

Scout
Move in a direction until finding a certain object/creature is found, then go to a previously specified position and wait.

Target
As Scout, but will seek to attack and destroy the object/creature to the best of its ability before returning to a previously specified position and wait.

Sentry
Wait in a place or patrol an area in a pre-determined pattern, then enter either Scout or Target mode when something that moves aproaches, chosen beforehand

Transport
Will carry an object to a destination, drop it and then go to a previously specified position, with the choice of either defending itself if attacked or trying to run away from any combat, chosenbeforehand.

Exterminate
he Minion Machine will keep moving and killing/destroying whatever creatures it finds. It may be programmed to ignore creatures that meet specific, easily discernible criteria, like a certain race/color pattern.

Commander Orb (8)[S]
The Minion Machine carrying this item never risks jamming and projects a “control aura” like the Scientist that stops other Minion Machines from jamming. It can instantly communicate with the Scientist at any range. All Minion Machines inside the range of this control aura gain Fast Healing 1, stacking with any other Fast Healing they had.

Dispersion Shield (5)[C]
The Minion Machine must sacrifice one of its natural weapons to pick this. It gains a Deflection bonus to AC equal to its Str mod (stacking with Force Field). If a ranged attack fails to hit the Minion Machine, then as an immediate action it can “bounce” it back to the attacker with the same attack roll!

Phase Out (11)[P]
The Minion Machine can use Teleport with CL=HD as an immediate action 2/day.

Photon Staff (6)[P]
At first glance an exotic melee weapon and a symbol of authority, but disguised inside a power generator rod, and the crest a finely tuned focussing device, allowing the wielder to unleash searing bolts of energy at his foes. Counts as a Staff with an enanchment bonus to attack and damage rolls equal to 1/3 HD that can choose to deal either slashing, bludgeoding or piercing damage and as an immediate action can release three rays dealing 1d6 fire damage per 2 HD each. Whenever it is used this way it also produces a 1-round Daylight effect centered on the wielder, whetever he wants or not. It is but a lump of metal on the hands of anyone else but the Minion Machine it was created for.

Destroyer Scythe (8)[R]
An incredible heavy and cumbersoe weapon, only when wielded by tireless mechanical musculature can the Destroyer Scythe be brought to its true power. Scythe with an enanchment bonus to attack and damage rolls equal to ¼ HD that doubles the wearer's Str bonus to damage rolls and ignores all DR, regeneration and hardness. As an immediate action, the wielder can prepare a massive sweeping blow. The next attack with a Destroyer Scythe whitin 1 round targets all creatures in range and ignores all miss chances. It is but a lump of metal on the hands of anyone else but the Minion Machine it was created for.

Engineer (2)[C]
As a standard action the Minion Machine can heal HP to a building, construct or the Scientist equal to her ranks in Craft (Construct). If left out of the control aura, it defaults to repairing any valid target it can spot damaged.

Terrifying (1)[K]
The Minion Machine has rugged, cold features, many times shaped like a skeleton or other monster. It gains a racial bonus on Intimidate checks equal to its HD plus Scientist's Int mod. It can speak a prepared set of phrases equal to the Scientist's ranks in Craft(construct). It can attempt to demoralize at range any creature it has previously damaged as long as it's whitin sight. All creatures treat it one step less friendly than they normally would.

Adorable (1)[S]
The Minion Machine has a smooth and colourful look, more like an oversized toy than a combat machine. It gains a racial bonus on Diplomacy checks equal to its HD plus Scientist's Int mod. It can speak a prepared set of phrases equal to the Scientist's ranks in Craft(construct), triggered under previously chosen conditions. Unless it attacks or otherwise violently provokes, all creatures treat it one step friendlier than they normally would.

Synthetic Skin (2)[S]
The Minion Machine gains a racial bonus on disguise checks equal to its HD plus Scientist's Int mod, plus an equal bonus on Bluff checks to keep its disguise, and all divinations detect it as living, even fooling special senses. It can speak a prepared set of phrases equal to the Scientist's ranks in Craft(construct), triggered under previously chosen conditions.

Quantic Gate (9)[P]
Once per day per 4 HD the Minion Machine may use Plane Shift effect as the spell, save DC 10+1/2 HD+Str mod.

Dimensional Corridor (9)[D]
Once per hour per 5 HD per the Minion Machine may use Dimensional Door as the spell with CL=HD, except you can choose to don't be carried along, or the target can any willing/helpless creature inside the spell's range that the Minion Machine knows the location of, plus any adjacent willing/helpless creatures. If the second option is chosen, then they're brought to the closest space adjacent to the Minion Machine.

Atomic Flayer Array (15)[K]
Two sets of four Atomic flayers. They can all be fired whitout penalty in a full attack, but no more than four of those Atomic flayers may be pointed at a single enemy.

Apocalypse Cannon (17)[R]
Whatever personal eccentricities an individual Scientist may favor, they normally hold an absolute belief in victory trough overwhelming firepower. As a fullround action the Doomsday Cannon shoots a glowing orb that can go up to 40 feet per HD before exploding in a 20 feet radius.,Every creature and unattended object inside is then subject to a Disintegrate spell with CL= HD, save DC 10+1/2 HD+Str mod. If you succeeded on a touch attack against a target, increase the DC by 4. For every size it is bigger than medium, you can double the range (80 feet per HD for large, 160 feet per HD for huge, 320 feet per HD for gargantuan, 640 feet per HD for colossal).

Death Ray (19)[K]
When you positively absolutely want to blow up everything. This engine needs a standard action to "set-up", after which it cannot move (if it is forced to move by another source, it needs to set up again). While set up, as a fullround action the Death Ray fires a line with up to 20 feet per HD, and every creature and unattended object within is instantly vaporized if they fail a Fortitude save. Even if they succeed they take damage equal to a craft (construct) check from you. If an obstacle is destroyed the Death Ray keeps going forward. The width of this line is equal to the width of the Minion Machine, and for every size it is bigger than medium, you can double its range (40 feet per HD for large, 80 feet per HD for huge, 160 feet per HD for gargantuan, 320 feet per HD for colossal). Save DC 10+1/2 HD+Str mod.

Combat Protocols (2)[R]
The Minion Machine gains a [Fighter] feat it qualifies for. It can take this multiple times, its effects stack.

Advanced Combat Protocols (1)[S]
The Minion Machine gains a [Fighter] feat it qualifies for that has another feat as a pre-requisite. It can take this multiple times, its effects stack.

Air
Fighter Gunship Heavy Bomber
 * Base movement fly 50+15 mu per Pilot level with poor maneuverability (atmosphere only)
 * 100 energy
 * 5 HP per level, +4 Dodge bonus to AC
 * Tiny sized
 * 10 Arsenal space
 * 1 Hardpoint
 * Enemies attacked by a Fighter take a -2 penalty to AC and all 1d20 rolls for 1 round
 * Base movement fly 30+5 mu per Pilot level with average maneuverability (atmosphere only)
 * 80 energy
 * 4 HP per level, +3 Dodge bonus to AC
 * Tiny sized
 * 15 Arsenal space
 * 1 Hardpoint
 * Allies can draw line of sight and effect from a Gunship squad, but target must still be within range of the attacker
 * Base movement fly 40+10 mu per Pilot level with Clumsy maneuverability (atmosphere only)
 * 110 energy
 * 8 HP per level, 1+1 DR per pilot level, +4 Natural bonus to AC
 * Medium sized
 * 20 Arsenal space
 * 1 Hardpoint
 * An heavy bomber adds your pilot level to attack and damage rolls against enemies that were already hit by an ally the previous round. Double those bonus for Heavy weapons. An Heavy Bomber can fire an Heavy weapon as a standard action provided they target is directly below them

Land
Tank

Armored vehicles that may just be able to survive one hit from a mecha Recon Artillery
 * Base movement land 30+5 mu per Pilot level
 * 100 energy
 * 10 HP per level, DR of 2+1 per Pilot level, +4 Natural Armor bonus to AC
 * Tiny sized
 * 15 Arsenal space
 * 1 Hardpoint
 * Allies adjacent to a tank receive a +2 bonus to AC and Saves
 * Base movement land 60+20 mu per Pilot level
 * 50 energy
 * 2 HP per level, +6 Dodge bonus to AC
 * Diminutive sized
 * 5 Arsenal space
 * 1 Hardpoint
 * Allies can draw line of sight and effect from a Recon, but target must still be within range of the attacker
 * Base movement land 20 mu
 * 120 energy
 * 3 HP per level
 * Tiny sized
 * 20 Arsenal space
 * 1 Hardpoint
 * Enemies attacked by Artillery take a -2 penalty to AC and all 1d20 rolls for 1 round

Striker

 * Base movement fly (average, space only) 100+15 mu per pilot level
 * 100 energy
 * 9 HP per level, DR of 3+1 per Pilot level, +3 Natural Armor
 * Small sized
 * 10 Arsenal space
 * 1 Hardpoint
 * Allies can draw line of sight and effect from a Striker, but target must still be within range of the attacker

Dreadnought

 * Base movement fly (clumsy, space only) 30+10 mu per pilot level
 * 150 energy
 * 12 HP per level, DR of 7+1 per pilot level, +7 Natural Armor
 * Gargantuan sized
 * 25 Arsenal space
 * 1 Hardpoint
 * A Dreadnought adds your pilot level to attack and damage rolls against enemies that were already hit by an ally the previous round. Double those bonus for Heavy weapons

Sphere

 * Base movement Fly 20+5(good, space only)  mu per pilot level
 * 80 energy
 * 6 HP per level, DR of 2+1 per pilot level, +2 Natural Armor, +2 Dodge
 * Fine sized
 * 15 Arsenal space
 * 1 Hardpoint
 * Enemies attacked by a Sphere take a -2 penalty to AC and all 1d20 rolls for 1 round

Water
Cruiser
 * Base movement water surface 30+10 mu per pilot level
 * 100 energy
 * 10 HP per level, DR of 4+1 per Pilot level, +4 Natural Armor
 * Huge sized
 * 15 Arsenal space
 * 2 Hardpoints
 * Allies can draw line of sight and effect from a Cruiser, but target must still be within range of the attacker

Destroyer

 * Base movement water surface 20+5 mu per pilot level
 * 140 energy
 * 15 HP per level, DR of 6+1 per pilot level, +6 Natural Armor
 * Huge sized
 * 30 Arsenal space
 * 2 Hardpoints
 * A Destroyer adds your pilot level to attack and damage rolls against enemies that were already hit by an ally the previous round. Double those bonus for Heavy weapons

Submarine

 * Base movement Swim 20+5  mu per pilot level
 * 70 energy
 * 7 HP per level, DR of 3+1 per pilot level, +2 Natural Armor
 * Medium sized
 * 10 Arsenal space
 * 1 Hardpoint
 * Enemies attacked by a Submarine take a -2 penalty to AC and all 1d20 rolls for 1 round

Transport

 * Must pick land, air, space, or water surface, and counts as that option
 * Can be picked multiple times, each time choosing a new type of terrain
 * Base movement 30+5 mu per pilot level (land) or 40+10 mu fly poor per pilot level (air/space) or 70+30 mu swim per pilot level(water surface)
 * 100 energy
 * 12 HP per level, +1 Natural armor
 * Any size up to Colossal
 * Can carry around a mecha/vehicle of their own size, or two one size smaller, or four two size smaller, and so on. The mecha/vehicle entering or exiting is a free action as long as adjacent, but cannot disembark on the same turn they entered, or enter a new transport in the turn they disembark.

Base Building
Technically each base doesn't cost anything to set up, but it's assumed the building time includes negotiations/bribes/threats with the local powers plus setting up mining/harvesting operations to get the necessary resources.

Each area of 10000 square miles of solid surface can support one Base. If there's already another base in there, it must be razed down first. Every 24 hours of work allows a base to be developed one level, up to Pilot level.

Each Base also demands 1 hour of check-ups by the Support Staff every week or decay one level.

In the case of Bases that produce friendly pilots and their respective machines, you can have up to three follow you at a time. You can have remaining ones assigned to general tasks away from you like “protect this base” or “go conquer that area”. The only Arsenal such pilots have access to is the one you can produce in your own factories (if any).

Whenever Base Building appears on the class table, the Support Staff becomes able to build one of the following.

Fortifications
A Fortification is composed of up to one 30x30 mu stationary sections per level. Each can contain one of the following options, that are automatically hit but are immune to non-damage effects unless noted otherwise.

Fortifications can be hastily built at the rate of 30x30 mu max-level section per minute provided there's no other bases in the area, but then decay at the rate of 1 level per hour.

Bunker
30 HP and 5 DR per level. Can store a gargantuan mecha, two one size smaller, four two size smaller and so on, upon which it provides total cover and total concealment and blocks all radars, sensors, scent, scrying, indirect divinations and special senses and ill enviromental conditions inside. Automated doors allow entering or exiting for allies without problem, but they cannot exit and enter on the same round.

Emplaced Weapon
An Arsenal ranged Weapon the Support Staff has access to up to Colossal size, 20 HP and DR of 3+1 per level, but demands a mecha at least within one size category to wield. Has its own independent battery/ammo cache that means it never risks running out, but becomes useless if ripped off or otherwise moved.

Support Station
Choose one of your Support Staff abilities that takes a Standard action to use such as Repair. The Support Station replicates it on mechas standing on it at the end of every round, using its own level. 20 HP and DR of 3+1 per level.

Wall
25 HP and 4  DR per level. Counts as Hard Terrain and grants a Cover bonus against ranged attacks equal to 2+1/2 level. If another Fortress section is fully surrounded by Walls, the defensive bonus applies to anything inside.

Interceptor Turret
20 HP and 3 DR per level. Has +3 attack bonus per level, deals 2d12 per level, Power, Rending, Pinning, Downfall, Concussive, Disarming, counts as Colossal and having Str/Dex 18+2x level if relevant, ignores all miss chances, automatically aware of any enemy creature/mecha bigger than diminutive within the buildable area, fires by itself once at the end of each round at the closest viable target (select randomly if multiple are tied, illusions/smoke/unattended objects are not viable targets), but cannot fire at anything within 300 mu of itself due to close blind area. A turret considers an "Enemy" any creature/mecha big enough to target that is not registered in their database. Anyone can change this database, a fullround action while adjacent. Non-enemies are registered on an individual basis based on a series of unique personal details that are virtually impossible to change or replicate, bypassing disguises, illusions and/or battle damage.

Factory

Production of mechas and related gear, although what can be built depends on what resources are available, since each design demands particular exotic materials and enviroment conditions. Whenever a new area is discovered, roll a 1d12. This dice cannot be re-rolled, modified or manipulated by any other ability.

A factory can produce 1 mecha/battleship/android per week, 1 Arsenal Accessory per 24 hours, 1 Arsenal special weapon per hour or 1 Arsenal weapon per hour. In the case of Androids, Battleships, Military Vehicles, Real Robots and Super Robots, they demand a constant flow of spare parts to keep working, so there is a limit of 2d12 that can  be kept running simultaneously per factory (roll after discovering what can be built in the terrain). In addition they can only equip/change arsenal at factories built by the same Support Staff that produce arsenal options and limited to the options available there due to poor compatibility. They may still restock on ammo at any normal arsenal change point.
 * 1) Nothing
 * 2) 1d12 random Arsenal non-volatile weapons (and their respective ammo, if any).
 * 3) 1d12 random Arsenal special weapons (and their respective ammo, if any).*
 * 4) 1d12 random Accessories (and their respective ammo, if any).*
 * 5) Battleships (and their ammo).**
 * 6) 1d12 random Real Robots*†.
 * 7) Military Vehicles (as per Military Support staff).
 * 8) Androids.‡
 * 9) Not suitable for mass production, but can make a bit of everything, working as Arsenal change location up to the top tier of real/Arsenal it could produce.
 * 10) Roll twice, ignore this result if it is rolled again.
 * 11) Roll thrice, ignore this result if it is rolled again.
 * 12) Roll four times, ignore this result if it is rolled again.

* A Factory can only produce real robots and arsenal options up to one tier lower than Support Staff of the same level would have access to themselves (so for example it would take a level 4 Factory to produce tier I stuff). However if a location is found that allows for higher production, they can always return when they're higher level or inform a fellow higher level support staff.

** Battleship level up to Factory level-3.

† Can produce and maintain 50 mook mecha for each real robot.

‡ Start as Commoner with 10 base on all stats up to Factory level-3, friendly to the Support Staff. Can spend 1000 experience to replace Commoner levels with either Warrior or Expert, then can earn and spend 1000 experience to replace all levels with either Mecha Mook(at least five Androids need to replace simultaneously, forming a single squad) or 1 level in any other class plus Elite Array of stats plus +1 to any stat per level above 1, then level up as normal.

Laboratory
Choose one Arsenal weapon up to equivalent tier access of a Staff officer of the same level. The Laboratory can produce one such weapon per week.

Can also produce one Super Robot up to Laboratory level-3 that'll eventually attract a Super Pilot of the same level that's friendly to you after it is completed. Roll a 1d12 to see how long it takes. You can ignore any result you want, in which case it's been just a lousy day and you can try again tomorrow.
 * 1) 1d12 x 1000 years
 * 2) 1d12 x 100 years
 * 3) 1d12 x 10 years
 * 4) 1d12 years
 * 5) 1d12 months
 * 6) 1d12 weeks
 * 7) 1d12 days
 * 8) 1d12 hours
 * 9) 1d12 minutes
 * 10) Roll twice, ignore this result if it happens again
 * 11) Roll thrice, ignore this result if it happens again
 * 12) Roll four times, ignore this result if it happens again

Once a Super Robot production has started, it cannot be stopped until completed, nor can the Laboratory level decay. Even if the laboratory would be destroyed, instead it is only sealed underground or ends up in an extradimensional space.

Temple
As Factory, but produces and maintains up to one Divine Robot (you can choose the design) with respective Divine Pilot friendly to you per month up to Temple level-3.

Singularity Nexus
As Laboratory, but produces and maintains up to one Arcane Robot with respective Arcane Pilot friendly to you with one month of work.

Orbital Launcher
Be it a magnetic catapult or giant rocket silo or warp gate or space elevator, this Base allows for the transport of huge masses to distant areas.

An Orbital Launcher can send anything that would fit inside a 30 mu cube times base level squared to another Orbital Launcher you've built, arriving in 1d12 hours.

You can half capacity transported to half the travel time, but this decision must be made during building and cannot be changed short of rebuilding.