
![]() |

Integrated weapons are in the same category as manticore tail spikes or dragon breath weapons; things the monster (in this case, robot) can use while it's active, but not something that those who defeat it can salvage and make use of. It's part of the game economy, basically.
A robot can also carry a non-integrated weapon as gear, and that you CAN loot.

![]() |

Seems a shame that a Technomancer can't loot it for parts to be reintegrated into something. That has a been many a plot device of several stories, but the economy thing makes sense. Perhaps if I was making my own adventure. I would back out a certain value from the over all gear and offer up part of the treasure as recovered parts for a Technomancer to build something else. (Broken Technology %10 value.) Make the value what ever I feel the amount of treasure I wanted it to be.
It's kinda like offering up jewelry and gems.
The trick would be just making sure that you don't have players trying to make this into a stimulationist thing so they try and do the least amount of physical damage to get a higher ratio of loot.
All in all it's about making the loot fit the party.

Thanis Kartaleon |

In a non-PFS game, I could see a house rule for this, similar to the one for skinning I picked up from these boards (Survival DC = 10 + CR; value = natural armor value * Constitution modifier in gp).
Obviously it would require the Technologist feat or equivalent. Then you'd need to make a Disable Device check at a DC of, let's say 20 + CR since this sounds pretty complicated even for an experienced technologist. So now you've harvested the tech... (value? Not sure, but I bet someone in Numeria will be interested)
Installing it in another creature, be it a robot, a golem, or something living (perhaps yourself) will be even trickier. I'd say this would require a special feat: Graft Integrated Technology. Properly recovered integrated tech could be installed in a creature of the same size as the one the tech was harvested from. A Craft (integrated weaponry) check (same DC as the check to harvest) would then be made to apply the tech to another robot. If the subject receiving the implant is a magical construct, increase the DC by 5. If it is not a construct at all, increase the DC by 10. This would remove the normal use of the limb being replaced, as well as cause some damage to the subject, and if it is living, a permanent Constitution penalty as well (or at least Con drain).