How do you build an "arm cannon"?


Advice


I've look everywhere, but I cannot find anything. My request is simple: I'd like to replicate an arm cannon, whether be fixed (like Samus Aran's) or morphable (like Mega Man's).

I can't seem to find anything that resemble a prosthetic limb that can either transform into a ranged weapon or have its hand replaced by a ranged weapon.


The weaponized prosthesis cybernetic augmentation in the armoury book does exactly this (page 89)

It functions as a prosthetic arm that can accommodate (depending on which level of weaponized prosthesis you buy) a weapon with the integrated quality that would take up 1 or 2 armour upgrade slots.


Tender Tendrils wrote:

The weaponized prosthesis cybernetic augmentation in the armoury book does exactly this (page 89)

It functions as a prosthetic arm that can accommodate (depending on which level of weaponized prosthesis you buy) a weapon with the integrated quality that would take up 1 or 2 armour upgrade slots.

Thanks for the info :)


The weaponized prosthetic does leave your hand free to hold other equipment or weapons, think of it as extending from your wrist. The downside is that the integrated weapons are weak compared to hand held ones.


Xenocrat wrote:
The weaponized prosthetic does leave your hand free to hold other equipment or weapons, think of it as extending from your wrist. The downside is that the integrated weapons are weak compared to hand held ones.

Yeah... kinda wish that the Core Rulebook gets updated with some of the new weapon qualities that the Armory introduced ^^;

Still, the Charge Emitter and the Frost Projector aren't bad ;)


What about using a maze core? It could transform a cybernetic arm into a powered weapon, at the cost of 1 extra bulk.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Without house rules to the contrary, you can't maze core cybernetics with anything.


HammerJack wrote:
Without house rules to the contrary, you can't maze core cybernetics with anything.

Yep, sounds like it...

I feel like the best way to optimize the weaponized prosthesis would be to have the ability to add weapon properties to other weapons. For instance, if you take the weapons from the Core Rulebook, I'm pretty sure that a few of them would get the integrated property.


HammerJack wrote:
Without house rules to the contrary, you can't maze core cybernetics with anything.

Funny you should mention that because if you Maze-core a gun with an engineering toolkit then have your friend implant it into your arm as a custom rig, you kind of can have a maze-cored cybernetic in a roundabout fashion.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would absolutely not assume that the nonsense Harold is talking about works without clearing it with your GM. It relies on a rules reading that many, and I would probably even go so far as to say most, GMs would not allow.

Specifically, it relies on both the assumption that the sentence stating that you can implant your custom rig in your brain or an arm means that you can put it in anyone's arm. Then it relies on the assumption that turning the engineering kit into a custom rig won't interfere with the mazecore. Then it relies on your GM allowing the mechanic you did this to then turn something else into their new custom rig, which they can, and still let the engineering kit in your arm remain an augment.

Absolutely do not try that without talking to the GM first.


Well obviously any method of doing it is gonna require you to talk to the GM first. The one i outlined is merely one that works without any additional work on the GM's part (I know several who are fine with doing weird and fun things so long as it doesn't take them more work to do).

Edit: Harold. lol. That's definitely a new mispelling of my name.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Hazrond wrote:

Well obviously any method of doing it is gonna require you to talk to the GM first. The one i outlined is merely one that works without any additional work on the GM's part (I know several who are fine with doing weird and fun things so long as it doesn't take them more work to do).

Edit: Harold. lol. That's definitely a new mispelling of my name.

A side effect of typing on a phone, and not looking back for autocorrections, I think.


I would argue the bigger problem is assuming that a Custom Rig *is* an engineering kit. It functions as one, yes, and it can be made from one, yes. That doesn't mean a Custom Rig still *is* one, once its become a Custom Rig.

My own ruling would be, no, you absolutely cannot do any of the above, because once you've used up that engineering kit to make a Custom Rig, its not an engineering kit anymore. Doing so with some weird mazecored contraption just means you wasted a ton of extra money on components to build your Custom Rig.


Here!

Go to easy access kit.

For all your gun arm needs. Get you "easy access kit" today with ten easy payments of 99.99.


Metaphysician wrote:
My own ruling would be, no, you absolutely cannot do any of the above, because once you've used up that engineering kit to make a Custom Rig, its not an engineering kit anymore.

You could rule this as a GM, but it would be a houserule given that it reverts to being the kit it was before, only now it is installed into an augment slot.

Custom Rig wrote:
If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

(the type being "Mazecore'd Engineering Kit + Gun hybrid")

Now, you can make an argument that by reverting to it's prior state it would have to be removed as an augment, but currently that is a grey area so it could really go in any direction.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ghostunderasheet wrote:

Here!

Go to easy access kit.

For all your gun arm needs. Get you "easy access kit" today with ten easy payments of 99.99.

Doesn't work with weapons, only technological items, which are typically utility-based tools.


Well darn.


just ask your GM if you can use the prosthetic but give up the hand for a bigger weapon. Seems a fair trade.


I worked out something similar with my GM. We ruled that I could start at level 1 with a prosthetic that uses my right arm and hand augment slots, my android upgrade slot, and also functions as a longarm. It still needs two hands to wield, but when not wielded I only have one free hand unless I attach a prosthetic hand to the end of the cannon.


What about the quickdraw hideaway arm installed in a prosthesis? Would that not work?


TronTheAllmighty wrote:
What about the quickdraw hideaway arm installed in a prosthesis? Would that not work?

Close, but technically that's just a gun that pops out of your arm, not an arm that is also a gun (which is the weaponized prosthesis).

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