[SOM] TIM


Rules Questions


Hi, if i read correctly TIM, if a solarian is in the group, the ship may be equipped with a weapon that is not limited by the BP limits by the new options. And all this for a ridiculous amount of BP.
an example, for 3 BP of the cost of the TIM, a group of 10 lvl, can mount a 22 BP weapon without pay the weapon cost...
Isn't that a little OP?
not taking into account that the weapon can vary according to need, making it extremely versatile


TIM does look pretty cool.

Some balance points though:

Only the solarian could use the weapon. Not the biggest drawback, but it is there. Solarian's are pretty good gunners by default, but if they happen to have some other role on the ship that they do, when they are doing that other role, no one else on the ship can use their TIM gun.

You have to have the weapon mount available. So that means also buying spare weapon mounts around the ship. Again not the biggest drawback.

Weapons are already fairly cheap on BP. For light weapons, only the Light Orbital Particle Cannon becomes available at level 10. Most of them have been available since about level 4 or 5. Heavy weapons have more high BP options, but again you have to have spare weapon mounts for the TIM to use.

If you are relying on this TIM weapon from the solarian as your ship's primary weaponry, that is a risky idea. If the solarian is unable to participate in the combat for some reason - unconscious, cursed, dead, player is unavailable - then the ship is going to be unprotected. And if you are not relying solely on the TIM weapon from the solarian, then you aren't gaining much in the way of BP savings.


While I agree this TIM is probably in need of a rewrite for balance, only the first TIM will cost 3, with later ones costing 4, 5, or 6 BP, plus the extra for any that can be used by any crew position. So maybe not quite as cheap as at first glance. Also the opportunity/BP cost of keeping a weapon mount free.

The text of the TIM says you get the weapon without paying its BP, but it doesn't mention PCU so you still need enough spare power capacity to fuel your choice, which could be a bit limiting. So you'll want an overpowered core, another small BP tax.

You could do this trick with the other TIM that lets some COM-build Mystics create their own starship guns. That would let you have two Magical Solar Superguns on the same ship without having to double up on Solarians in the party. That would need even more extra power and open gun mounts, but you'd also double the free BP you're gaining. You'd also be eating two TIM slots, so another opportunity and BP cost.

And hey, at the extreme, how far ahead does a Tier 20 ubernaught wind up with four of its gun crew composed of Solarians and solar-connection Mystics manifesting whatever mix of guns they feel is optimal for a given fight? At level 20 you could even have someone manifesting a spinal mount particle acceleration gun or hypermass cannon, although that's probably just showing off at that point.

On smaller ships, a "Solar Gunner" crew could even even appear to be a mostly unarmed sitting duck until a fight starts, which is fairly hilarious. "Where'd all those four giant glowing cannons come from?" said the very surprised pirate. Totally worth hogging all four TIM slots?

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