Prosthetic limbs and more advanced prosthesis and additional augmentations


Rules Questions


Some augmentations can go into prosthetic limbs ...most of the more advanced prosthesis say they function as prosthetic limbs ...does it work with them too? ...it seems to


for instance can i put a polyhand on a weaponized prosthesis


no takers ? ... thought that would be a quick one


I don't have the book in front of me but I'm pretty sure that the advanced prosthetic stuff functions as a basic prosthetic, but isn't.

The items that can be installed in a prosthetic limb call it out specifically by name as being compatible; even though the advanced items function as the basic item, since they don't have the same name, they aren't compatible in the same slot.

The intent of the rules is pretty clear that you shouldn't have two items that have unique effects in the same slot (without a specific bonus ability like the Verthani racial or the Biotechnician level 12 theme bonus).


Xoshak4545 wrote:
Some augmentations can go into prosthetic limbs ...most of the more advanced prosthesis say they function as prosthetic limbs ...does it work with them too? ...it seems to

Could you give some examples for us? This seems quite vague. Which advanced prosthesis and augmentation are you attempting to combine.


Xoshak4545 wrote:
for instance can i put a polyhand on a weaponized prosthesis

No, because a weaponized prosthesis takes up both an arm and hand slot. You can’t put another hand system on that same arm.

But you have two arm and hand slots (four, if you're a Kasatha) unless an item specifies “all hands” or “all arms.” So if you have one weaponized prothesis taking up an arm and hand, you can put the polyhand on your other hand system as long as it's not already occupied.


Well Here's the thing you definitely can put a Polyhand on a normal or storage prosthesis(2 grades of same item), even though they both take up a hand (and arm in case of prosthesis) ....many augmentations include language similar to this (you can install a polyhand in a prosthetic limb that replaces a arm as if the prosthesis was a natural arm)(changes to legs for suckers) ...polyhand, Climbing suckers, utlralight dragon wings to name a few

this is the first line of the description of both weaponized prosthesis and recoil stabilizer "This prosthesis functions as a standard prosthetic arm (Core Rulebook 210)" if it sending you there to get a description and telling you it functions as one i don't see how they didn't intend for it to be used that way ....

.....Dracomicron I can see how you might see the intent that way in general ...but it the case of arms i was kinda thinking about how i was kinda lame that some one with a recoil stabilizer can't get a polyhand or dragon wings (that actually attach to your shoulders)....the system actually works better this way ....I mean is polyhand(or a shockpad or whatever) on a weaponized prosthesis Mk2 really game breaking?...seems better than you can't have wings because of your arm


it think the intent of adding weaponized prosthesis and recoil stabilizer in the armory was to provide new higher level alternatives to the standard prosthetic limbs but i don't think they meant to deny people with them additional augments


Oh, I see what you're saying, the normal prosthetic arm also replaces an army plus hand, but the polyhand says "You can install a polyhand into a prosthetic limb that replaces an arm as if the prosthetic were a natural arm."

So probably the intent is yes.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What is the point of the recoil stabilizer exactly? Seems like you would most likely activate it, get no crits, then it's useless for the rest of the encounter (possibly more than one of you can't get a break).

So weak. Unless the intent was that you could choose to activate it after you've confirmed more than one crit.


Ravingdork wrote:

What is the point of the recoil stabilizer exactly? Seems like you would most likely activate it, get no crits, then it's useless for the rest of the encounter (possibly more than one of you can't get a break).

So weak. Unless the intent was that you could choose to activate it after you've confirmed more than one crit.

I thought that was how it worked, given that it specifically mentions that it takes no action to activate it, and it doesn't specify when you can activate it, just that you have to roll the critical hit damage separately.


Ravingdork wrote:

What is the point of the recoil stabilizer exactly? Seems like you would most likely activate it, get no crits, then it's useless for the rest of the encounter (possibly more than one of you can't get a break).

So weak. Unless the intent was that you could choose to activate it after you've confirmed more than one crit.

I think the intent is you activate it and hope if you're attacking a lot of enemies with it. If you attack 4 enemies you have an 18.5% chance of getting at least one crit. If you attack 6, it's a 26.5% chance. Compare to items like the Targeting Computer, which eliminate a 20% miss chance when (1) it exists and (2) you would have rolled a hit anyway. So more like a 10% chance of making a difference per shot and when applicable.

If you use this, you've got a strong incentive to customize your weapon towards crit effects (with fusions as well as initial weapon selection), making it better than it seems. You can also combine a heavy automatic weapon with a gunner's harness (-2 to full attack penalty) and Conserving fusion (get back ammo that doesn't hit) and suddenly you're always full attacking and getting lots of crits over the course of a day if there weren't the 10 minute limitation.

I'm still surprised it's banned in SFS.

I guess you could buy two recoil stabilizers if you want to go all in on this heavy weapons automatic gimmick and mow down groups efficiently.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xenocrat wrote:
I guess you could buy two recoil stabilizers if you want to go all in on this heavy weapons automatic gimmick and mow down groups efficiently.

Ooh I hadn't thought of that. Can you do that?

That'd be expensive, but neat.


Ravingdork wrote:
Xenocrat wrote:
I guess you could buy two recoil stabilizers if you want to go all in on this heavy weapons automatic gimmick and mow down groups efficiently.

Ooh I hadn't thought of that. Can you do that?

That'd be expensive, but neat.

Yeah, there's no handedness in Starfinder, buying two of the single eye (Optical Laser only) or arm/hand (lots) options with a 10 minute rest requirement is a thing you can do to double up on your uses between rests.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, looks like it only uses up the arm and hand slots. You could potentially eight of them with a cyborg skittermander!


I imagine the cost would become a problem eventually. Or at least, the amount of money spent giving yourself eight 1/rest power usages, could have been spent on other things at least as useful.


That skittermander is gonna need some Energetic fusion's on his guns ..you can carry around a lot more batteries


Quick correction, i mentioned shock fist in one of my posts ...that is not a augment that can be put in a prosthetic arm/hand ...its just the polyhand and wings as far as i can tell


You got me thinking (dual)cybernetic arms say they count as a "full arm" ... but prosthesis or normal? can i combine it with normal augments (the text at the beginning of augments seems to imply it) ...or alternatively can i pay to combine it with a different prosthetic arm (like the stabilizer) ....and also what if they where made with adaptive biochains? Really are natural arms then, but would they count as such?


Xoshak4545 wrote:
You got me thinking (dual)cybernetic arms say they count as a "full arm" ... but prosthesis or normal? can i combine it with normal augments (the text at the beginning of augments seems to imply it) ...or alternatively can i pay to combine it with a different prosthetic arm (like the stabilizer) ....and also what if they where made with adaptive biochains? Really are natural arms then, but would they count as such?

The "full arm" bit is flavor text. The Cybernetic Arms let you hold extra hands worth of equipment. That's it. You don't get extra augmentations on top of that, because they are, in fact, augmentations themselves. Even if you used Adaptive Biochains to turn them into biotech, it doesn't mean that they are "natural." You can't even install cybernetics in a biotech prosthetic limb unless the description specifically says so.


Made of ultralight materials, this fully cybernetic arm fuses to your spinal column, exoskeleton, or equivalent body structure and functions as a full arm. You can hold an additional hand’s worth of equipment. This lets you have more items at the ready, but it doesn’t increase the number of attacks you can make in combat. You must have a Strength score of 12 to use a cybernetic arm effectively.

"AND FUNCTIONS AS A FULL ARM" is not flavor text ...now what the f it means, is kinda questionable


Between the arm "functions as a full arm" text and the rules at the beginning of augmentations ......."In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.".. and the fact that these don't occupy their own arm slot ...there is a pretty strong case that it does work(it never says they have to be natural arms

...its just odd considering that normal augments can't be implanted in a prosthetic limb because it occupies its own arm slots and hand slots (other than the exceptions like polyhand)

also this part.... Dracomicron "You can't even install cybernetics in a biotech prosthetic limb unless the description specifically says so." ....... I'm not sure what you mean ...you can install any augment you could normal install in a prosthetic limb (which isn't much, polyhand & dragonwings if we're talking arms) and you could make a biotech version of any prosthetic limb .......are you confusing that with the part about not being able to add prosthetic augments to natural limbs without replacing them ?


I'm saying that biotech and cybernetic prosthetics are identical, insofar as what you can install in them. You were trying to make the argument that biotech cybernetic arms were "natural" and could therefore be argued to be valid recipients of augmentations. They are NOT natural, however, just because they were genetically tailored to the user. They are themselves augmentations.

Ultimately it is your GM's call, but for things like Society play, the augmentation enhancements have no other abilities than what is specifically listed. In the case of cybernetic arms, you get an extra hand or hands to hold stuff. That's it. It's still REALLY good, but at this time you can't use it to double your number of arm and hand implants.


ah well agreed they have the same rules but this is perhaps the least important part of this whole discussion...it was more me musing over the only thing really gave me hitch in all this, the part about putting augments that could normal only be put in a normal arm into one that is cybernetic because it seems to qualify otherwise and the simple theme fix of making it out of flesh instead

True but I'm the next Gm and it's more what call I'm gonna make when I'm running that I'm concerned with ...we don't do society play so were more concerned with what's in the book , the faqs, and the eventual erratas ...really the reason I care to learn the rules so much is to cut down on arguments & wasted time during gaming ....more the later


Dracomicron wrote:

I'm saying that biotech and cybernetic prosthetics are identical, insofar as what you can install in them. You were trying to make the argument that biotech cybernetic arms were "natural" and could therefore be argued to be valid recipients of augmentations. They are NOT natural, however, just because they were genetically tailored to the user. They are themselves augmentations.

Ultimately it is your GM's call, but for things like Society play, the augmentation enhancements have no other abilities than what is specifically listed. In the case of cybernetic arms, you get an extra hand or hands to hold stuff. That's it. It's still REALLY good, but at this time you can't use it to double your number of arm and hand implants.

Huh, that's news to me. Wish it had said something akin to this in the rules. I didn't see any mention of not being able to put augmentations in cybernetic arms, unless you're just assuming you can't? It does say they function as a full arm

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