A pilot has 3 stats: Intelligence, Willpower (Wisdom), and Reputation (Charisma).
A robot has 3 stats: Strength, Agility (Dexterity), and Durability (Constitution).
All stats are 3-18 with appropriate resultant bonuses or penalties.
Intelligence: Determines the ability to unlock new powers in a robot. Every time a power is employed a percentile roll is made with the chance of success determined by intelligence (based on the Spell Learning Probability Percentage in LL AEC, ranging from 20% with a 3 to 90% with an 18 INT).
Willpower: Affects response to saving throws from certain mental powers (like wisdom).
All the other abilities are just like their counterparts.
- Tank: Not a literally tank, but a brute force model. d8 hit dice, Fighter combat tables and advancement.
- Blasters: Lighter models with various sorts of special powers or energy weapons. d4 hit dice, Magic-User combat tables and advancement. Blaster pilots have a chance to "unlock" a new power in their robot with every level. They can use a power once a day (contingent on a power roll).
- Defenders: Medium models that combine some aspects of blasters and tanks. d6 hit dice, Cleric combat tables and advancement. They have a chance to "unlock" a power at second level, and an additional one every level thereafter.
Powers: Are reskinned spells, though obviously they are the more combat oriented of them. You could do away with spell levels at your discretion.
Weapons: Robots use giant and futuristically styled hand to hand weapons. Darts or arrows might be missiles instead, but maybe not.
Hit Points: Are possessed by giant creatures/robots. Smaller beings don't rate on the scale and are utterly destroyed by 1 point of damage.
Reskin any monster you want. They're all giant now, and ones bigger than man-size are really gigantic!
Examples: Voidflyers (stats for bats); Gorillagon (Gorilla); Mechapede (giant centipede)--you get the idea.