Einst Queen ...-only recorded transcription from Einst Queen #31 before assault team Beta was slaughtered by its drones.
When humanoids started spreading across the stars, they tought they had finally managed to finally truly overcome nature, completely free of the rules of predator and prey.
They were wrong. By leaving their planets, they caught the attention of something big. Something dangerous. Something unknown. They were called the Einst, for they gave no name of their own. A lifeform ruled by mysterious queens that constantly give birth to living engines of destruction that consume everything on their path to make more of their own.
Still, there is hope. In some isolated incidents, young queens were captured, taught the languages of humanoids, introduced to our varied cultures to try to gain their trust, or drugged with all kind of chemical cocktails and arcane technologies to try to "tame" them. And altough most such experiments backfired horribly, some Einst Queens seem to have genuinely sided with the humanoids their sisters keep preying upon.
MAKING AN EINST QUEEN An Einst Queen converts anything she can eat in mecha sized flesh spawns to do her bidding.
Abilities: Einst Queens should favor balanced physical scores to make their own spawns stronger.
Races: Each Einst Queen shows traits of a specific race, with the full spectrum of queens observed so far having traits of all known races. If this is a case of the Einst Queens adopting the traits of those they devour, convergory evolution, some wicked strategy to confuse humanoids, or something more sinister, is unknown.
Alignment: Usually neutral evil. For most Einst Queens verything else is to be devoured to make more Einst. Some Einst Queens show a more neutral behaviour, only attacking if provoked, and some fewer have been reported as helping others.
Starting Gold:None. Money? What's that?
Starting Age: As (barbarian).
Hit Dice: d12
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Einst Drones I, Queen's Will, Classification, Primordial Pilot |
2nd | +2 | +3 | +0 | +3 | Queen's Spirit |
3rd | +3 | +3 | +1 | +3 | Einst Feat |
4th | +4 | +4 | +1 | +4 | Einst Drones II |
5th | +5 | +4 | +1 | +4 | Einst Feat |
6th | +6 | +5 | +2 | +5 | Queen's Spirit |
7th | +7 | +5 | +2 | +5 | Einst Drones III |
8th | +8 | +6 | +2 | +6 | Einst Feat |
9th | +9 | +6 | +3 | +6 | Queen's Spirit |
10th | +10 | +7 | +3 | +7 | Einst Drones IV |
11th | +11 | +7 | +3 | +7 | Einst Feat |
12th | +12 | +8 | +4 | +8 | Queen's Spirit |
13th | +13 | +8 | +4 | +8 | Einst Drones V |
14th | +14 | +9 | +4 | +9 | Einst Feat |
15th | +15 | +9 | +5 | +9 | Queen's Spirit |
16th | +16 | +10 | +5 | +10 | Einst Drones VI |
17th | +17 | +10 | +5 | +10 | Einst Feat |
18th | +18 | +11 | +6 | +11 | Queen's Spirit |
19th | +19 | +11 | +6 | +11 | Einst Drones VII |
20th | +20 | +12 | +6 | +12 | Star Devourer, Einst Feat |
Class Skills: 4 Skill points+Int per level, quadruple at 1st level. Class skills: Balance, Bluff, Climb, Concentration, Intimidate, Jump, Knowledge (any), Listen, Perform, Search, Sense Motive, Spot, Swim, Tumble
Weapon and Armor Proficiencies: Bioweapons only. Manufactured weapons and armor? What's that?
Class Features: Einst Drones: The Einst Queen can give “birth” to a series of massive creatures that exist only to serve her. They are a combination of different genetic data collected from countless different worlds, each Einst Drone having a selection of traits needed for the task the Einst Queen demands at the moment. The “birthing” process can vary wildly from queen to queen, but usually involves egg sacs growing and expanding from her body. The Queen can interrupt the process at any moment should danger arise, cutting the connection with the growing sac, but then the process is ruined and must be started anew, altough nutrients can be recycled.
Each Einst consists of a base bioframe to which a certain amount of Bioweapons can be added. Each Einst drone must also be equipped with an Instinct that controls their actions, since complex brains are an unnecessary system for this expendable beings. An Einst drone may also be given
Mecha Traits as if it was a mecha, but once a drone's traits are chosen they cannot be changed (bioframe tier counts as Real Robot tier for trait purposes), although new drones may have new traits.
She needs only one hour of non-interrupted concentration per einst bioframe level she wants to produce. She can produce multiple einst drones of the same kind simultaneously without taking extra time. However she can't make her servants out of nothing. She demands nutrients. Unless otherwise noticed, each Einst Drone demands the Einst Queen to consume 10 tons of organic matter (aka anything that includes carbon, oxygen and hydrogen on its composition) from sentient living beings (or their fresh corpses). Nonsentient contribute only 1/10, and raw soft inorganic matter such as soil and water are just 1/100th as effective. The Einst Queen can consume one ton of nutrients of any type per Queen level per minute, and store ten times that inside her own body for later use. She accomplishes this by temporaly converting the nutrients in an highly concentrated form.
Since Einst drones are more organic automatons than actual creatures, they don't have HD nor a Con or Int score, which also means no feats or skill points. They have base 10 on all stats unless otherwise noticed. They use their Str mod(if positive) for Fort saves, and add half their Wis mod (if positive) to all attack and damage rolls. The Einst Queen can increase the ability scores of her einst drones by doubling the production time, provided the total sum of increases isn't higher than twice her Einst Queen level. So for example a 10th level Einst Queen could add +20 to Str or +20 to Dex, or +10 to Str and +10 to Dex.
Overall Einst Drones work just as sentient mechas, even being able to survive in empty space and not needing to breathe, except of course they don't have a pilot. Instead they have a nerve core in the middle of their frame where its vital organs and nerves are concentrated. If an Einst Drone suffers a successful critical hit that deals damage, the core is destroyed and the Einst Drone automatically dies. Its remains however count as a sentient being for nutrients purpose.
Einst Drones can only ever count their own Queen and other Drones birthed by her as allies. Other creatures cannot ever count the Einst Drones as allies.
Details for bioframes, bioweapons and instincts can be found
here. A new Einst Queen can start the game with any 3 drones of the highest tier she can create plus half her max capacity worth of nutrients.
Queen's Will: The Einst Queen can override the Instinct of any Einst Drones she spawed that are within a radius of 60+10 mu per Einst Queen level centered on herself as a swift action. Such Einst Drones now act on the same Initiative as the Queen and follow her absolute commands, and can also use her own Bab, base saves and ability scores if better than their own. The Einst Queen can only extend her Will to three Einst drones with a bioframes of the max level she can spawn. For each lower level of bioframes, they can control three times as much. So for example a Queen that can produce level VII bioframes could control three level VII bioframes, or nine level VI bioframes, or twenty-seven level V bioframes, and so on. This control lasts until the Queen uses a Swift action to gain control of new ones, or they leave her control range.
Classification: One of the most baffling things about einsts is how despite their drones having all kinds of alien shapes and bodies, the queens that give birth to them are actually human-looking. Several theories have appeared to try to explain this. The darker ones claim that humanoids are actually degenerated Einsts, and now the Queens are now out there to cleanse them. At first level pick one of the following options.
Adaptative Queen-Different foods demand different tools to be eaten. You can allow yourself to be “devoured” by one of your drones bite attack, in which case you actually replace its core and becomes its Pilot for all intents and purposes, meaning it is not automatically destroyed when it suffers a critical hit and overriding its Instinct without need of Queen's Will, including being expelled in a flesh pod should the Drone be destroyed. In addition you can have your drones gain Mutations from the following list in place of bioweapons, at a 1-per-1 ratio. Unless otherwise noticed, each mutation can only be taken once.
Dominion-You can directly control this Einst Drone with Queen's Will up to ten times the normal range, plus share its senses while they're under your Queen's Will.
Feel No Pain-If reduced to negative HP or if they suffered a critical hit, the Einst Drone can keep acting normally for 1 more round, then they die.
Onslaught-The Einst Drone gains Pounce, or it can fire its ranged weapons and then Charge as a single fullround action.
Unstoppable-As a free action the Einst Drone can double its DR and movement speed, re-roll all attack rolls, critical confirmation, saves and skill checks. Two rounds after this ability is activated, it dies. Only if under direct control of Queen's Will can the drone activate this ability.
Fury-The Einst Drone benefits from a permanent nonmagic Haste effect.
It Will Not Die-The Einst Drone gains mecha Regeneration X, where X is 1+half its bioframe level, rounded down.
Rampaging Metabolism-The Einst Drone gains mecha Reactor X, where X is 1+its Bioframe level.
Empathic Backlash-If the Einst Drone is harmed in any way, the one who attacked it must make a Will save with DC 10+Bioframe level+highest drone stat mod or suffer the same kind of harm. If the attacker was a piloted mecha, the pilot is the one who suffers.
The Horror-Adjacent enemies take a 1 -penalty to all saves, attack rolls, skill checks and AC, stacking for multiple Einst Drones.
Hunger-When the Einst Drone deals damage in melee, it heals half the damage dealt, and the target's max HP is reduced by half the damage dealt. It takes 8 hours of intensive care to recover the max HP lost this way.
Acid Blood-When the Einst Drone is damaged in melee, the attacker automatically takes 1d6 damage per bioframe level that ignores all defenses.
Adrenal Glands-The Einst Drone's movement speeds are increased by 50% and it can move up to three times its base speed when charging.
Aquatic-The Einst Drone gains the Amphibious mecha property, becoming able to freely move underwater and gains a +2 bonus to attack rolls, damage rolls, AC, saves and skill checks while underwater.
Gourmet-The Einst Drone gains a bonus equal to three times its Bioframe level to attack rolls, damage rolls, skill checks and AC against opponents of a creature type of which he's already eaten at least once specimen.
Multiple Cores-The Einst Drone has 50% chance of ignoring critical hits.
Spring Coil Musculature-The Einst Drone can move over the squares of enemy creatures, and gains to AC against attacks of opportunity equal to four times its Bioframe level.
Implant Eggs-This Einst Drone can give birth to more of its exact kind as if it was a Queen, provided it has stored enough nutrients.
Spore Spreader-Terrain through which this Einst drone passes has alien plants start to grow out of it, that counts as difficult terrain for anybody besides the Einst Drone that created it, its “siblings” and its Queen. Such terrain also grants Cover and Concealment to the Einst Drone that created it, its “siblings”, and its Queen. Mecha area attacks will remove the alien plants.
Enanched Senses-The Einst Drone's blindsense turns into Blindsight 40 mu.
Infiltrator Queen-You can learn many interesting things about food before eating it. The Infiltrator Queen picks one martial school and learns one stance and two maneuvers from that school, as long as they are of a level no higher than ½ (pilot level+1), and also has 50 energy. She also gains proficiency with the simple and martial weapons of that school (in the case of a pilot school, she gains proficiency in
photon weaponry) plus Light armor, and starts the game with 100 GP to spend. If the school had an associated skill, it is now a Class skill for the Einst Queen as well. Like other pilot classes, she doesn't ready maneuvers, but initiates them by spending 5 energy per maneuver/stance level, and recovers 5 energy per turn. Despite being humanoid-sized, she can push herself to act on mecha-scale by spending 1 energy per turn and paying more 20% energy to use her maneuvers and stances. During this she gains a bonus to attack and damage rolls equal to 1+1/2 Einst Queen level, DR/- equal to Einst Queen level and a bonus to AC equal to 1+Einst Queen level, half Dodge (rounded up) and Half Natural Armor (rounded down) and can be affected by mecha-specific effects. At each new Infiltrator Queen level, she learns one new maneuver or stance of the same school she qualifies for. If she eats another martial initiator or a pilot, she can choose to replace one of her known maneuvers or stances for another from the victim of the same level or lower. In addition when she gives birth to einst drones, she can choose for them to gain a maneuver and/or stance she knows instead of bioweapons, at a 1-per-1 ratio. They have PL equal to their bioframe level for the purpose of those maneuvers/stances, unless they're under the effect of Queen's Will in which case they can use the Einst Queen's own PL instead.
Nurturing Queen-To get the best food, it must be properly grown before being consumed. The Nurturing Queen becomes able to cast spells as if it was a Bard, except instead of learning bard spells, she knows all the spells from the below list. She can also replace one of her drone's core and becomes its Pilot just like an Adaptative Queen, but for each spell she wants to cast, she must wither one of the drone's bioweapons into a special appendage to channel that specific type of magic as swift action. The withered bioweapon must be of a level equal to (spell level+1), and once this decision is made for each drone it cannot be reversed, although the queen can always just grow new drones. At 4th level and every other 4 levels, she may choose to swap one of her known spells for any other spell of the Druid list of the same level or lower.
-Spells that affect animals will work just fine on the Nurturing Queen and her drones, even though they count as mechas.
-Drones under Queen's Will automatically benefit from any spells the Nurturing Queen casted on herself.
-As long as the Einst Queen has one of her spells ongoing, she cannot be harmed by any means unless there are no drones under Queen's Will.
-If one of her drone's cores would be destroyed by a sucessful critical hit, the Nurturing Queen may end one of the ongoing spells on herself to keep the core going, provided the drone was under Queen's Will.
-When casting a spell, the Einst Queen may choose for the origin point to be any Einst Drone under her Queen's Will, in which case, if it was a mecha-scale drone, the spell also counts as being mecha-scale but the drone dies after the spell is cast.
-If the Einst Queen cast a Mass spell, it affects every living drone she created instead, regardless of distance.
-Effects that create plants and/or animals will instead create bizarre alien beings that however behave the same way.
The main casting stat of the Nurturing Queen is Charisma.
In addition if you take any of the Funnels feats, you can use them yourself, using your own stats instead of mecha stats if not "piloting" one of your drones but in that case they'll count as non-mecha scale and you must pay HP instead of energy. Plus you may have your Drones gain it too even if they don't meet the prerequisites by sacrificing one of their bioweapon slots. Those drone funnels have the same stats as your own, except reduce the DC of their abilities and HD by 2, plus an extra -2 per level the bioweapon is below your maximum drone level (so for example if you can create level V drones, but give funnels to level II drones, they would take a -8 penalty to their funnels DC and HD).
0-Level Nurturing Queen Spells (Orisons)
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
1st-Level Eins Queen Spells
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Speak with Animals: You can communicate with animals.
2nd-Level Nurturing Queen Spells
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Dispel Magic: Cancels spells and magical effects.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.
3rd-Level Nurturing Queen Spells
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Nurturing Queen Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic, Greater: As dispel magic, but +20 on check.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5th-Level Nurturing Queen Spells
Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Hallow M: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Stoneskin M: Ignore 10 points of damage per attack.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
6th-Level Nurturing Queen Spells
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Stone Tell: Talk to natural or worked stone.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.
Primordial Pilot: The Einst Queen counts as a Pilot for meeting the prerequisites of feats, and her drones count as having the same Pilot level for any ability that cares about it. If she picks Funnel Control System, instead of robots she unleashes a massive swarm of diminutive Einst drones from her body, that follow the same game rules as funnels. In addition she needs not breathe and suffers no ill effects from being in space, being her "natural" environment.
Queen's Spirit: At 2nd level the Einst Queen gains 5 spirit points per level and learns one Spirit of her choice, as long as it is [Real Pilot] or [Super Pilot]. She can count herself as either for the cost reduction, but once made the decision cannot be changed. She recovers 5 spirit points per round up to her maximum. At 6th, 9th, 12th, 15th, 18th she can choose to learn a new Spirit. When the Einst Queen uses a Spirit, she can choose for it to affect all of her Drones under the effect of Queen's Will instead of herself.
Einst Feat: At 3rd level the Einst Queen gains a Pilot Feat of her choice. At the start of her turn she can choose to lose any or all of those bonus feats and make them apply to all the Einst Drones under her Queen's Will, as long as they meet any needed prerequisites (they count as Pilots as you do). This chance lasts until the start of your next turm. At 5th, 8th, 11th, 14th, 17th and 20th level you gain another such Bonus feat.
Star Devourer: At 20th level the Einst Queen and her drones become immune to all enviromental ill effects. Acid rain? Interior of the Sun? No problem! They can also now consume any kind of matter for nutrients, altough things that previously didn't grant any useable nutrients now grants only 1/100th. In addition the Einst Queen can now give birth to new 1st level Einst Queens! This takes 1000 tons of nutrients, and after birthed the new Einst Queen will need fifteen years of maturing before being able to start to make her own Einst Drones. She will never attack her "mother", but is otherwise a new independent entity. She uses the same stat generation and has either her "mother"s race, or any basic humanoid race her mother ever consumed. If two new Einst Queens from the same mother are maturing at the same time, they'll do everything on their power to kill their sister, each trying to become the favored daughter.
If the Einst Queen is killed, she may transfer her mind to any of her surviving daughters. She automatically gains one level per hour and ten tons of nutrient consumed until having the same levels as before, and automatically matures as well if she hadn't before, and her skills and feats change to match her previous choices as well. Any other of her other previous daughters will now be fully hostile to her however, and if killed again she can only transfer her mind to any daughters birthed after her "reincarnation".
Your personal mecha of flesh and steel.Perhaps the Einst Queen salvaged a half-destroyed machine and "infected" it to serve as her personal avatar. Perhaps she gained the trust of a mecha organization. Perhaps the mecha organization thinks she can control her. Perhaps she simply started imitating the toys of her prey.
A multiclass Einst Queen/Real Pilot can apply a Bioweapons she has acess to her real robot by replacing any in-built weapon with a Bioweapon or spending 15 arsenal space per Bioweapon (those cannot be swapped for mutations for an Adaptative Queen). Count only Einst Queen levels for checking which bioweapons are available. If you're an Adaptative Queen, you can add your Real Robot's level to the highest level of Einst bioframe you can create to determine the effects of Mutations in your infested Real Robot. You can also replace in-built weapons for Mutations instead of bioweapons.
She can also spawn real robots of the same type she pilots as she spawns drones of the same level. Those must replace at least half their original in-built weapons with bioweapons up to the real robot's level, and have the same vulnerable Core as normal drones. The bioframe level and real robot level stack for calculating any Mutation benefits just as the queen's own infested real robot.
Also add to those Real Robots +9 HP, +1 DR, +2 in-built and arsenal weapon damage (+4 to heavy in-built and arsenal weapons) per Einst Queen level, +1 Nat armor and Dodge and in-built/arsenal weapon attack rolls per 2 Einst Queen levels, and +1 to saves for every 3 Einst Queen levels. In the case of Bio weapons, they gain +2 damage per Real Pilot level and +1 to attack rolls per two Real Pilot levels.
For determining Pilot level for other abilities, count full class level plus half the other levels for purposes of that class. So for example an Einst Queen 8/Real 4 would count as having PL 10 for other Einst Queen ability purposes and PL 8 for other Real ability purposes.
Perhaps someone tought they could control einst drones if they added machine bits. Perhaps the Einst Queen has learned how to add plating and metal claws and servo motors and guns to her spawns. Either way, she now has her personal army of cyrborg giant monsters.
The upgrade options that would be available for the Super Robot are instead applied to the Einst Drones, with each Einst Drone receiving half the max upgrade points. If there's enough Super Pilot levels to unlock Arsenal options, each Einst Drone has the basic arsenal space and Hardpoint of a super robot. Your drones also learn the maneuvers and stances gained from Super Pilot levels, but can only use them while under your Queen's Will effect, and only one of them per round.
Also add to her Einst Drones +7 HP, +1 DR per Super Pilot level, and +1 to saves for every 3 Super Pilot levels.
For determining Pilot level for other abilities, count full class level plus half the other levels for purposes of that class. So for example an Einst Queen 8/Super 4 would count as having PL 10 for other Einst Queen ability purposes and PL 8 for other Super ability purposes.
If by some insanity you're an Einst Queen/Real Pilot/Super Pilot, you must choose to follow either the Super/Real multiclass rules, or the Einst Queen/Super multiclass rules, meaning you either get your super personal cyborg with bioweapons, or you buff up your drones with technology.
You infest a derelict space ship, or perhaps hollow up an asteroid to serve as your new nest, crewed by a mix of lesser einst, enslaved/delusioned/fanatic humanoids and hybrids.
You can fuse one of your drones with your battleship as a 24-hours process, adding together their HP, DR, saves, natural armor, Dodge and weapons. Use the highest energy between them. It moves as the battleship and has the same base abilities. The battleship now follows the drone's instinct as well, but can benefit from Queen's Will and otherwise counts as a Battleship and not as a drone. If you try to add a new drone, its stats overwrites the previous. In addition while inside your infested ship, you only take half the time to make new drones.
For determining Pilot level for other abilities, count full class level plus half the other levels for purposes of that class. So for example an Einst Queen 8/Ship Captain 4 would count as having PL 10 for other Einst Queen ability purposes and PL 8 for other Ship Captain ability purposes.