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[TIE Experimental M4] [TIE Experimental M5] [TIE/ew Electronic Warfare] [TIE/fc Fire-Control] [TIE Hunter] [TIE Ground Support] [TIE Fighter/Bomber] [TIE Gunship] [TIE Interceptor] [TIE Landing Craft] [TIE Fighter] [TIE Fighter/Currier] [TIE Minesweeper] [TIE Nemesis] [TIE Patrol Craft] [TIE Phage] [TIE Transport] [TIE Recon Fighter]


TIE/e4 EXPERIMENTAL M4
TIE Experimental M4     The TIE/e4 is an experimental remote-control TIE Bomber. All information is classified. (From the TIE Fighter Hangar Bay Technical Database)
First Appearance: X-Wing Alliance videogame
First Introduced: Sometime Between the Battle of Yavin and the Battle of Hoth
Craft Stats:
Name/Model: TIE/e4 M4 Remote Craft
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Experimental Remote Control Fighter
Length: 8.7m
Cargo Capacity: None, 1 day consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 Twin Ion Engines
Flight Control System: Experimental remote control
Navigation: Experimental remote control
Crew: None
Speed Rating: 80 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: None
Weapons: None (demolition fighter)
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE Experimental M4
Class: Starfighter Crew: Remote (Normal +2)
Size: Diminutive (8.7m) Initiative: +6 (+4 size, +2 crew)
Hyperdrive: None Maneuver: +6 (+4 size, +2 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: None Shield Points: 0
Consumables: 1 day Hull Points: 90 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 950 km/h (16 squares/action)

Weapon: None, however, if it is involved in a collision with another ship it deals an additional 10d10x2 damage.


TIE/e5 EXPERIMENTAL M5
TIE Experimental M5     The TIE/e5 is an experimental remote-control TIE Fighter. All information is classified. (From the TIE Fighter Hangar Bay Technical Database)
First Appearance: X-Wing Alliance videogame
First Introduced: Sometime Between the Battle of Yavin and the Battle of Hoth
Craft Stats:
Name/Model: TIE/e5 M5 Remote Craft
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Experimental Remote Control Fighter
Length: 7.5m
Cargo Capacity: None, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: Experimental propulsion system
Flight Control System: Experimental remote control
Navigation: Experimental remote control
Crew: None
Speed Rating: 120 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: None
Weapons: 2 L-s1 laser cannons
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE Experimental M5
Class: Starfighter Crew: Remote (Normal +2)
Size: Diminutive (7.5m) Initiative: +6 (+4 size, +2 crew)
Hyperdrive: None Maneuver: +6 (+4 size, +2 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: None Shield Points: 0
Consumables: 2 days Hull Points: 60 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Ramming (14 squares/action)
Atmospheric Speed: 1,300 km/h (22 squares/action)

Weapon: Laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +8 (+4 size, +0 crew, +4 fire control); Damage: 5d10x2; Range Modifiers: PB +0, S –2, M/L n/a.


TIE/ew ELECTRONIC WARFARE CRAFT
TIE/ew     As pirates, smugglers, crime lords and the Rebellion gained access to more advanced surface-to-air defense weapons, ground suppression and drop-ship missions became increasingly dangerous for the Empire. To defend against these emplacements, a number of Sector commands started replacing the weapons systems of the TIE/gt and TIE Bomber with off-the-shelf communication and sensor jammers. Sienar engineers learned of these field modifications and requested permission to examine them. From these early field prototypes, they designed a successful sensors and communications jamming craft. The TIE/ew is equipped with a communications scanner, full spectrum communications and sensor jammers, and a slightly improved sensor package. Crippling the planet-based forces' ability to see incoming craft, they were unable to target and destroy them before they reached the planet surface. When coupled with TIE/fr's in Hunter elements, these are a great danger to Rebel units. The TIE/ew has saved the lives of many Imperial soldiers. (From the TIE Fighter Hangar Bay Technical Database)
First Appearance: Unknown
First Introduced: Around the Battle of Hoth
Craft Stats:
Name/Model: TIE/ew EWC
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Electronic Warfare Craft
Length: 7.8m
Cargo Capacity: 1 ton, 2 days consumables
Power System: SFS SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s4 Navcon computer system
Crew: 1
Speed Rating: 80 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: None
Weapons: 1 L-s1 laser cannon
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/ew
Class: Starfighter Crew: 1 (Normal +2)
Size: Tiny (7.8m) Initiative: +4 (+2 size, +2 crew)
Hyperdrive: None Maneuver: +4 (+2 size, +2 crew)
Passengers: None Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 2 tons Shield Points: 0
Consumables: 2 days Hull Points: 130 (DR 10)
Cost: 175,000 (new)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 950 km/h (16 squares/action)

Weapon: Laser cannon (1); Fire Arc: Front; Attack Bonus: +6 (+2 size, +0 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Concussion missile launcher (2 fire-linked, 6 missiles each); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Ordinary (+10).

Note: Sensor jammers provide a +15 increase to the DC of Computer Use checks made to locate incoming ships with sensors as well as making it impossible to locate ships farther away than medium range.


TIE/fc FIRE-CONTROL/TELEMETRY FIGHTER
TIE Fire-Control     A TIE/fc fighter is a modified standard TIE fighter equipped to provide accurate fire control and target designation for long-range naval bombardment of ground or space-based targets. A TIE/fc will maneuver near the target, and transmit precise aiming adjustments back to a fleet ship that is safely out of the target's counter fire range. These fighters carry laser target designators to "paint" an enemy target, and are equipped with jam-proof data comlinks.
    Though primarily designed to aid capital ship gunnery, a TIE/fc can also provide targeting data to fellow TIE fighters. A TIE/fc only carries a single laser cannon. Although this variant fighter is 20 percent slower than the standard TIE, it is considerably more maneuverable. (From the starwars.com Databank)
First Appearance: Unknown
First Introduced: Before the Battle of Yavin
Craft Stats:
Name/Model: TIE/fc Fire-Control Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Class 3: Reconnaissance
Length: 6.3m
Cargo Capacity: 65kg, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 80 MGLT
Maneuverability Rating: 100 DPF
Hyperdrive: None
Weapons: 1 L-s1 laser cannon
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/fc fighter
Class: Starfighter Crew: 1 (Normal +2)
Size: Diminutive (6.3m) Initiative: +6 (+4 size, +2 crew)
Hyperdrive: None Maneuver: +8 (+4 size, +2 crew, +2 engine quality)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 65kg Shield Points: 0
Consumables: 2 days Hull Points: 60 (DR 10)
Cost: 80,000 (new)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 960 km/h (16 squares/action)

Weapon: Laser cannons (1); Fire Arc: Front; Attack Bonus: +14 (+4 size, +0 crew, +4 fire control, +6 equipment bonus); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Note: To “paint” a target, pilot must perform a successful ranged touch attack against target. The TIE/fc provides a +4 equipment bonus to all ships attacking the target it has “painted”. Also available in an Interceptor.


TIE/fr HUNTER
TIE Hunter     Commissioned by the Empire for the Elite Storm Commandos corps. The TIE Hunter is an experimental TIE that sacrifices armor and firepower for speed. It has two laser canons, a proton torpedo launcher or ion cannon. The design integrates the folding S-foils of the X-Wing and the TIE Interceptor. Due to its wing design the solar panels cannot fire while wings are closed. Made in the late in the Galactic Civil War at Fondor shipyards, this version was made with the ion cannon so it can disable Rebel ships and let the bombers take care of it. (By Jediranger)
First Appearance: Unknown
First Introduced: Sometime between the Battle of Hoth and the Battle of Endor
Craft Stats:
Name/Model: TIE/fr Hunter Interceptor
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Space Superiority Fighter/Interceptor
Length: 6.6m
Cargo Capacity: 45kg, 2 days consumables
Power System: SFS I-s3a solar ionization reactor
Propulsion System: SFS P-s5.6 twin ion engines
Flight Control System: SFS F-s4 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 115 MGLT (135 MGLT when S-foils are closed)
Maneuverability Rating: 150 DPF
Hyperdrive: None
Weapons: 2 L-s1 laser cannons, 1 Borstel NK-3 ion cannon or 1 SFS M-g-2 general-purpose warhead launcher
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
(Stats courtesy of Jediranger with some modifications)
Craft: Sienar Fleet Systems TIE/fr Hunter
Class: Starfighter Crew: 1 (Very Skilled +6)
Size: Diminutive (6.6m) Initiative: +10 (+4 size, +6 crew)
Hyperdrive: None Maneuver: +12 (+4 size, +6 crew, +2 engine quality)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 45kg Shield Points: 0
Consumables: 2 days Hull Points: 80 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Ramming (12 squares/action)
Atmospheric Speed: 1,275 km/h (21 squares/action)

Weapon: Laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +14 (+4 size, +4 crew, +4 fire control, +2 equipment bonus); Damage: 5d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Ion cannons (1); Fire Arc: Front; Attack Bonus: +14 (+4 size, +4 crew, +4 fire control, +2 equipment bonus); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.


TIE/gs GROUND SUPPORT FIGHTER
TIE/gs     A joint Imperial Army-Navy team designed the TIE/gs. All the flight controls are the same as the standard TIE but the light lasers' and grenade launchers' fire control systems are the stock Army variety. It is able to support the Imperial Army's advances with it anti-vehicle laser and antipersonnel grenade launcher. The speed it has is greater than most airspeeders, allowing it to dig out entrenched rebels with ease. (From the Dark Lords of the Sith Stat Archive)
First Appearance: Unknown
First Introduced: Around the Battle of Yavin
Craft Stats:
Name/Model: TIE/gs Ground Support Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Ground Support Fighter
Length: 6.3m
Cargo Capacity: 100kg, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 100 MGLT
Maneuverability Rating: 80 DPF
Hyperdrive: None
Weapons: 1 L-s1 laser cannon, 2 anti-vehicle lasers, 1 concussion grenade launcher
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/gs fighter
Class: Starfighter Crew: 1 (Normal +2)
Size: Diminutive (6.3m) Initiative: +6 (+4 size, +2 crew)
Hyperdrive: None Maneuver: +6 (+4 size, +2 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 100kg Shield Points: 40 (DR 10)
Consumables: 2 days Hull Points: 80 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Ramming (10 squares/action)
Atmospheric Speed: 1,150 km/h (19 squares/action)

Weapon: Laser cannon (1); Fire Arc: Front; Attack Bonus: +8 (+4 size, +0 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Anti-vehicle laser cannons (2 fire-linked); Fire Arc: Turret (ventral); Attack Bonus: +9 (+4 size, +0 crew, +5 fire control); Damage: 4d8; Range Increment: 100m.

Weapon: Concussion grenade launcher (1); Fire Arc: Turret (ventral); Damage: 5d8; Range Increments: 25m (20m).

Note: Terrain following Autopilot: usually, the autopilot is programmed to fly straight and level so the pilot can focus his attention on obtaining targets. The terrain following system lets the pilot stay at a certain altitude, and the TIE will maintain that height. It still flies in a straight line, but can be programmed with simple turns.
DC 8
Each Turn: +2
Each Extreme Turn: +7


TIE/gt GROUND-TARGETING FIGHTER/BOMBER
TIE/gt     A modified standard TIE fighter with a reinforced hull and elongated cockpit to support a bomb bay, the TIE/gt fighter gets its two-letter suffix from its role as a ground-targeting starfighter bomber.
    During the early Empire, the TIE/gt was found in ground support squadrons before gradually being phased out of service by the newer TIE bomber, though even during the height of the Galactic Civil War, TIE/gt fighters could still be found in low priority deployments.
    TIE/gt fighters typically operate with support from TIE/fc fighters, which provide scanner data for pinpoint accuracy. Large targets, such as buildings and capital ships, can successfully be attacked without the need for TIE/fc data.
    The TIE/gt hull can carry 12 concussion missiles, but the modular launcher can also handle other special payloads, such as six proton torpedoes, 18 air-deployed mines, two cluster bombs and for special propaganda missions 20,000 plastic leaflets. (From the starwars.com Databank)
First Appearance: Unknown
First Introduced: Before the Battle of Yavin
Craft Stats:
Name/Model: TIE/gt Ground Support Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Fighter/Bomber
Length: 6.3m
Cargo Capacity: 500kg, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 70 MGLT
Maneuverability Rating: 70 DPF
Hyperdrive: None
Weapons: 1 L-s1 laser cannon, 2 SFS M-g-2 general-purpose warhead launchers
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/gt fighter/bomber
Class: Starfighter Crew: 1 (Normal +2)
Size: Diminutive (6.3m) Initiative: +6 (+4 size, +2 crew)
Hyperdrive: None Maneuver: +6 (+4 size, +2 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 500kg Shield Points: 0
Consumables: 2 days Hull Points: 90 (DR 10)
Cost: 75,000 (new)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 1000 km/h (17 squares/action)

Weapon: Laser cannon (1); Fire Arc: Front; Attack Bonus: +8 (+4 size, +0 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Concussion missile launchers (2 fire-linked, 6 missiles each); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Marginal (+5).


TIE/gun GUNSHIP
TIE Gunship     Designed as an inexpensive alternative to the Cygnus Spaceworks Star Wing Assault Gunboat, the TIE Gunship failed to meet expectations. The Gunship’s smaller payload, lower speed and maneuverability, and lack of shields reduced the craft’s survivability, which proved, in the long run, that it was cheaper to continue to use the Star Wing than to placing continuous orders for new Gunships.
    However, some remote posts still use the Gunship as support craft, often fitting them with shields.
First Appearance: Unknown
First Introduced: After the Battle of Hoth
Craft Stats:
Name/Model: TIE/gun Gunship
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Gunboat
Length: 9.6m
Cargo Capacity: 500kg, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 90 MGLT
Maneuverability Rating: 75 DPF (100 DPF in atmosphere)
Hyperdrive: None
Weapons: 2 SFS L-s4 heavy laser cannons, 1 Borstel NK-3 medium ion cannon, 2 SFS M-g-2 general purpose warhead launchers
Shields/Armor: Titanium alloy hull, quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/gun Gunship
Class: Starfighter Crew: 1 (Skilled +4)
Size: Diminutive (9.6m) Initiative: +8 (+4 size, +4 crew)
Hyperdrive: None Maneuver: +8 (+4 size, +4 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 500kg Shield Points: 0
Consumables: 2 days Hull Points: 100 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Ramming (9 squares/action)
Atmospheric Speed: 1,050 km/h (18 squares/action)

Weapon: Heavy laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire control); Damage: 6d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Medium ion cannon (1); Fire Arc: Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Concussion missile launcher (2 fire-linked, 6 missiles each); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Marginal (+5).


TIE/in INTERCEPTOR
TIE Interceptor     The TIE interceptor was designed by Sienar Fleet Systems as an answer to Incom's T-65 X-wing starfighter. Based on Darth Vader's x1 TIE Advanced prototype, Sienar crafted a space superiority craft with greater speed and firepower than the standard TIE/ln. For economic and training ease, Sienar retained the ball-shaped TIE cockpit and many of the control interfaces, but souped up the TIE's performance to impressive levels.
    The dagger-shaped solar gather panels afford the pilot increased visibility and greater power. A new system of ion stream projection modulated by tiny deflectors gave the TIE interceptor exceptional maneuverability. During the Galactic Civil War, the TIE interceptor was introduced to TIE wings, with a single squadron of 12 interceptors standard on most Star Destroyers.
    Although more rare fighter models exist with greater performance -- such as the TIE defender -- the TIE interceptor represents the pinnacle of the TIE series. During the time of Grand Admiral Thrawn's campaign, several TIE interceptors were seen to carry shield generators, indicating their importance to the struggling Imperial effort. (From the starwars.com Databank)
First Appearance: Return of the Jedi
First Introduced: Soon after the Battle of Yavin
Craft Stats:
Name/Model: TIE/in Interceptor
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Space Superiority Fighter/Interceptor
Length: 9.6m
Cargo Capacity: 75kg, 2 days consumables
Power System: SFS I-s3a solar ionization reactor
Propulsion System: SFS P-s5.6 twin ion engines
Flight Control System: SFS F-s4 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 110 MGLT
Maneuverability Rating: 125 DPF
Hyperdrive: None
Weapons: 4 L-s9.3 laser cannons
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels

Game Stats:
Craft: Sienar Fleet Systems TIE Interceptor
Class: Starfighter Crew: 1
Size: (9.6m) Initiative: -
Hyperdrive: None Maneuver: - (+3 engine quality)
Passengers: None Defense: -
Cargo Capacity: 75kg Shield Points: -
Consumables: 2 days Hull Points: -
Cost: -
Maximum Speed in Space: -
Atmospheric Speed: -

Weapon: - ; Fire Arc: - ; Attack Bonus: - (+3 equipment bonus); Damage: - ; Range Modifiers: - .

Note: Stats for the Interceptor can be found in Wizards of the Coast's Starships of the Galaxy, page 76. The only modification I made was to increase the engine/equipment bonus to +3.


TIE/lc LANDING CRAFT
TIE Landing Craft v1     The TIE/lc was a limited production variant of the TIE Bomber that was designed to transport a squad of troopers from ship-to-surface. It is essentially no more than a stock TIE Bomber with an extremely cramped passenger pod attached to the underside with retractable landing struts on the bottom. The standard hull armor was slightly reduced making the ship a bit lighter to counteract the added weight of the passenger pod.
    The passenger pod is extremely cramped and has no extra room for anything other than the eight soldiers and whatever they can carry. The ordnance pod was replaced by an extra cargo pod that can store supplies, weapons, and whatever else the troopers may need upon landing. In the event of an emergency, the underside passenger pod may be detached by detonating a series of small explosives. This is usually done after the ship has taken a fatal hit (assuming that the pilot is still alive).
TIE Landing Craft v2     The TIE/lc was deployed to a handful of commands in small numbers, usually one on board a Star Destroyer that usually replaced a light transport or the standard TIE/sh.
    There have been two distinct designs for the TIE Landing Craft; the first is no more than a TIE Bomber or Boarding Craft with an added passenger pod while the second is a solid hull design with flattened solar panel wings. (From the Dark Lords of the Sith Stat Archive)
First Appearance: Marvel Star Wars comic run
First Introduced: Before the Battle of Hoth
Craft Stats:
Name/Model: TIE/lc Landing Craft
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Assault Transport
Length: 7.8m
Cargo Capacity: 17 tons, 2 days consumables, and 8 passengers
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s4 Navcon computer system
Crew: 1
Speed Rating: 55 MGLT
Maneuverability Rating: 60 DPF
Hyperdrive: None
Weapons: 1 L-s3.2 light laser cannon
Shields/Armor: Titanium alloy hull, quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/lc Landing Craft
Class: Starfighter Crew: 1 (Normal +2)
Size: Tiny (7.8m, mass) Initiative: +4 (+2 size, +2 crew)
Hyperdrive: None Maneuver: +4 (+2 size, +2 crew)
Passengers: 8 (stormtroopers) Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 17 tons Shield Points: 0
Consumables: 2 days Hull Points: 130 (DR 10)
Cost: 150,000 (new), 70,000 (used)
Maximum Speed in Space: Attack (6 squares/action)
Atmospheric Speed: 800 km/h (13 squares/action)

Weapon: Laser cannon (1); Fire Arc: Front; Attack Bonus: +6 (+2 size, +0 crew, +4 fire control); Damage: 3d10x2; Range Modifiers: PB +0, S –2, M/L n/a.


TIE/ln FIGHTER
    During the waning years of the Republic, Republic Sienar Systems first developed the original T.I.E. fighter, the craft that was the forerunner to the standard Imperial vessel. When Palpatine cemented his rule, the rechristened Sienar Fleet Systems entered into an exclusive arrangement producing the starfighters of the Imperial Starfleet.
    With this transition came the upgraded TIE, which went under continual revisions until the TIE/ln became the standard line starfighter in Imperial use.
TIE Fighter     The hexagonal solar panels supply power to a unique propulsion system. Micro particle accelerators propel Ionized gasses at a substantial fraction of lightspeed. These gasses are then expelled from rear vents to generate thrust. The ion streams can be directed along almost any vector, allowing for the TIE's incredible velocity and maneuverability. The twin ion engines have few moving parts and require comparably less maintenance to the starfighters of the Alliance.
    TIE fighter units are typically organized into wings -- a grouping of 72 fighters carried aboard a Star Destroyer. These wings are subdivided into six squadrons of 12 fighters each. One of these squadrons is typically made up of TIE interceptors while another consists of TIE bombers. Each squadron consists of three flights of four fighters each. Each flight contains two elements. An element is the smallest tactical unit of starfighters ever deployed, and consists only of a leader and a wingman.
    TIE production was extremely modular and automated, as the Sienar foundries churned out countless starfighters to fuel the insatiable Imperial war machine. Variant models of the basic TIE include the TIE/rc (a model with advanced sensors and communication gear for reconnaissance missions), the TIE/fc (equipped with accurate fire control and target designation for long-range naval bombardments), and the TIE/gt (with an enlarged hull to delivery heavy ordnance). (From the starwars.com Databank)
First Appearance: A New Hope
First Introduced: Around the end of the Clone Wars
Craft Stats:
Name/Model: TIE/ln Front Line Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Space Superiority Fighter
Length: 6.3m
Cargo Capacity: 65kg, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 100 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: None
Weapons: 2 L-s1 laser cannons
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/ln Fighter
Class: Starfighter Crew: 1
Size: (6.3m) Initiative: -
Hyperdrive: None Maneuver: -
Passengers: None Defense: -
Cargo Capacity: 65kg Shield Points: -
Consumables: 2 days Hull Points: -
Cost: -
Maximum Speed in Space: -
Atmospheric Speed: -

Weapon: - ; Fire Arc: - ; Attack Bonus: - ; Damage: - ; Range Modifiers: - .

Note: Stats for the Fighter can be found in Wizards of the Coast's Revised Core Rulebook, page 228.


TIE/lne FIGHTER/CURRIER
TIE/lne     A TIE/ln variant, the TIE/lne has an extended aft section to allow for greater carrying capacity. The TIE/lne is often used as a currier ship between capital starships.
First Appearance: A New Hope
First Introduced: Around the end of the Clone Wars
Craft Stats:
Name/Model: TIE/lne Front Line Fighter/Currier
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Space Superiority Fighter
Length: 6.3m
Cargo Capacity: 75kg, 2 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 100 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: None
Weapons: 2 L-s1 laser cannons
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/lne Fighter
Class: Starfighter Crew: 1
Size: (6.3m) Initiative: -
Hyperdrive: None Maneuver: -
Passengers: None Defense: -
Cargo Capacity: 75kg Shield Points: -
Consumables: 2 days Hull Points: -
Cost: -
Maximum Speed in Space: -
Atmospheric Speed: -

Weapon: - ; Fire Arc: - ; Attack Bonus: - ; Damage: - ; Range Modifiers: - .

Note: Stats for the Fighter/Currier are identical to those of the Fighter found in Wizards of the Coast's Revised Core Rulebook on page 228, except where noted.


TIE/ms MINESWEEPER
     The The Sienar Fleet System's TIE Minesweeper design was based upon their rejected design that was too costly, the TIE Avenger. It features the same two four-tipped "dagger" wing design, and the pod is much larger than that of the average TIE fighter. But the TIE/ms serves as a much different role than its cousin, the Avenger: minesweeping.
TIE Minesweeper      After the Battle of Yavin, the Imperial Army expressed that they needed a small, agile dedicated minesweeper. Previous minesweepers in Imperial service included a Lambda minesweeping shuttle and the Nebulon minesweeper frigate. The truth was, these craft were only modified of their original craft, and by the time the Empire invested thousands of credits on upgrades. They admitted the need for a minesweeping starfighter. The answer: the TIE/ms.
     Probably the most specialized of the TIE starfighters, the TIE/ms works in tandem with the TIE/gt ground targeting craft to perform precision minesweeping when the need arises, by the Imperial Army itself (they don't like to have to have the Navy get involved in there missions). Walkers, repulsortanks, and the infantry have saved supplies, vehicles, and most importantly manpower, thanks to their dedicated, versatile TIE Minesweeper. (From the Dark Lords of the Sith Stat Archive)
First Appearance: Unknown
First Introduced: Around the Battle of Hoth
Craft Stats:
Name/Model: TIE/ms Minesweeper
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Planetary Minesweeper
Length: 9.2m
Cargo Capacity: 1 ton, 2 days consumables
Power System: SFS I-s3a solar ionization reactor
Propulsion System: SFS P-sx7.4 twin ion engines
Flight Control System: SFS F-s5x flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 90 MGLT
Maneuverability Rating: 90 DPF
Hyperdrive: None
Weapons: 1 SFS L-s3.2 light laser cannons, 2 mini-munitions launchers
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE Minesweeper
Class: Starfighter Crew: 1 (Normal +2)
Size: Tiny (9.2m, mass) Initiative: +4 (+2 size, +2 crew)
Hyperdrive: None Maneuver: +4 (+2 size, +2 crew)
Passengers: None Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 1 ton Shield Points: 0
Consumables: 2 days Hull Points: 100 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Ramming (9 squares/action)
Atmospheric Speed: 1,050 km/h (17 squares/action)

Weapon: Laser cannon (1); Fire Arc: Turret (ventral); Attack Bonus: +6 (+2 size, +0 crew, +4 fire control); Damage: 3d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Minelayers (2, 10 mines each); Fire Arc: Aft; Damage: 3d10x5; Missile Quality: Ordinary (+10).


TIE/ne NEMESIS STRIKE BOMBER
TIE Nemesis     The TIE Nemesis was an ambitions project begun in the months leading up to the Battle of Endor. It was conceived as a fast assault, surgical bomber. Equipped with shields, a hyperdrive, twice the ordinance package of the Bomber, a state of the art instrument package, and a salvaged cloaking device from the Phantom Project, the Nemesis would have been a devastating adversary to the Rebel Alliance. Fortunately, the project proved too expensive and lost funding after the death of the Emperor at Endor. However, all the ships from the original production run have not been accounted for.
    Breaking from the traditional TIE configurations, the Nemesis was large (18.2m long) and was crewed by 2 men; a pilot/bombardier and a dedicated gunner. The central crew pod was flanked by two ordinance bays and topped by a heavy double laser cannon on a turret. On the solar panel pylons were two light laser cannons (one on each side). The two weapons pods housed two concussion missile launchers and two proton torpedo tubes. The Nemesis was typically painted black (-5 on all Spot checks made to see the Nemesis in space).
First Appearance: Narwath's TIE Databade
First Introduced: Just before the Battle of Endor
Craft Stats:
Name/Model: TIE/ne Nemesis Strike Bomber
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Fast Strike Bomber
Length: 18.2m
Cargo Capacity: 50 tons, 1 week consumables
Power System: SFS I-s3a solar ionization reactor
Propulsion System: SFS P-sx7.4 twin ion engines
Flight Control System: SFS F-s5x flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 2 (1 pilot/bombardier, 1 gunner)
Speed Rating: 70 MGLT
Maneuverability Rating: 70 DPF
Hyperdrive: Class 1
Weapons: 2 SFS L-s2.1 point laser cannons, 2 SFS L-s3.2 light laser cannons, 1 SFS L-s5.6 heavy double laser cannon, 2 SFS M-s3 concussion missile launchers, 2 SFS T-s5 proton torpedo launchers
Shields/Armor: SFS Novaldex shield generator, titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE Nemesis
Class: Starfighter Crew: 2 (Skilled +4)
Size: Tiny (18.2m) Initiative: +6 (+2 size, +4 crew)
Hyperdrive: x1 Maneuver: +6 (+2 size, +4 crew)
Passengers: None Defense: 22 (+2 size, +10 armor)
Cargo Capacity: 50 tons Shield Points: 30 (DR 10)
Consumables: 1 week Hull Points: 150 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Attack (7 squares/action)
Atmospheric Speed: 800 km/h (14 squares/action)

Weapon: Laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +8 (+2 size, +2 crew, +4 fire control); Damage: 3d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Light laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +8 (+2 size, +2 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Heavy double laser cannon (1); Fire Arc: Turret (dorsal); Attack Bonus: +10 (+2 size, +2 crew, +6 fire control); Damage: 6d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Concussion missile launchers (2, 10 heavy missiles each); Fire Arc: Front; Damage: 8d10x2; Missile Quality: Ordinary (+10).

Weapon: Proton torpedo launchers (2, 8 torpedoes each); Fire Arc: Front; Damage: 9d10x2; Missile Quality: Ordinary (+10).

Note: When cloaked, it is impossible to detect the Nemesis from longer than medium range using sensors; this gives a -10 penalty to Spot, Search, and Computer Use checks made to find it. Even if detected, an attacker suffers a 40% chance of missing his target (as if the ship were always behind nine-tenths cover). The Nemesis cannot fire weapons while cloaked.


TIE/pc PATROL CRAFT
TIE Patrol Craft     The TIE/pc Patrol Craft was used in limited numbers by Moff Jerr Uhlmann in the Palvar Sector shortly before the return of the clone Emperor Palpatine.
    The TIE/pc is in reality a stripped down and modified version of the older TIE/sr Lone Scout-A, which was the Empire's standard scout ship for several years. Imperial technicians removed the large sensor array structure off of the top of the craft, increasing both overall speed and maneuverability. Hard points on the bent wings were fitted with the laser cannons from TIE Interceptors while the original light laser cannon that was mounted on the chin of the cockpit was replaced with a light ion cannon.
    Those TIE/pc in service serve almost the same role as the infamous Skipray blastboat, patrolling the edges of star systems, adding to the picket and/or close support lines in a fleet and even during assaults. (From the Dark Lords of the Sith Stat Archive)
First Appearance: Dark Empire comic series
First Introduced: Six years after the Battle of Endor
Craft Stats:
Name/Model: TIE/pc Patrol Craft
Designer/Manufacturer: Delfii StarDrives/Wereling Spaceworks
Combat Designation: Picket Ship
Length: 24m
Cargo Capacity: 50 tons, 1week consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 80 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: Class 2
Weapons: 4 SFS L-s9.3 laser cannons, 1 Borstel NK-2 light ion cannon
Shields/Armor: Titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Delfii StarDrives/Wereling Spaceworks TIE Patrol Craft
Class: Space Transport Crew: 1 (Skilled +4)
Size: Small (24m) Initiative: +5 (+1 size, +4 crew)
Hyperdrive: x2 Maneuver: +5 (+1 size, +4 crew)
Passengers: None Defense: 21 (+1 size, +10 armor)
Cargo Capacity: 50 tons Shield Points: 30 (DR 20)
Consumables: 1 week Hull Points: 120 (DR 20)
Cost: Not available for sale
Maximum Speed in Space: Ramming (9 squares/action)
Atmospheric Speed: 850 km/h (14 squares/action)

Weapon: Ion cannon (1); Fire Arc: Front; Attack Bonus: +7 (+1 size, +2 crew, +4 fire control); Damage: 3d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Laser cannons (4 fire-linked); Fire Arc: Front; Attack Bonus: +9 (+1 size, +2 crew, +6 fire control); Damage: 6d10x2; Range Modifiers: PB +0, S –2, M/L n/a.


TIE/pg PHAGE
TIE Phage     The TIE Phage was a failed production run that was never introduced into theImperial Navy due to the downfall of the Empire after the death of Palpatine. (From the Dark Lords of the Sith Stat Archive)
First Appearance: Unknown
First Introduced: Around the Battle of Endor (developed)
Craft Stats:
Name/Model: TIE/pg Phage Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Space Superiority Fighter
Length: 9.6m
Cargo Capacity: 35kg, 5 days consumables
Power System: SFS I-s3a solar ionization reactor
Propulsion System: SFS P-sx7.4 twin ion engines
Flight Control System: SFS F-s5x flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 110 MGLT
Maneuverability Rating: 115 DPF
Hyperdrive: Class 1
Weapons: 2 L-s4 heavy laser cannons, 4 L-s9.3 advanced laser cannons, 2 M-g-2 general-purpose warhead launchers
Shields/Armor: SFS Novaldex shield generator, titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE Phage
Class: Starfighter Crew: 1 (Skilled +4)
Size: Diminutive (9.6m) Initiative: +8 (+4 size, +4 crew)
Hyperdrive: x1 Maneuver: +8 (+4 size, +4 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 35kg Shield Points: 40 (DR 10)
Consumables: 5 days Hull Points: 100 (DR 10)
Cost: Not available for sale
Maximum Speed in Space: Ramming (12 squares/action)
Atmospheric Speed: 1,250 km/h (21 squares/action)

Weapon: Heavy laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +12 (+4 size, +2 crew, +4 fire control, +2 equipment bonus); Damage: 6d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Advanced laser cannons (4 fire-linked); Fire Arc: Front; Attack Bonus: +14 (+4 size, +2 crew, +6 fire control, +2 equipment bonus); Damage: 6d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Weapon: Concussion missile launcher (2 fire-linked, 6 missiles each); Fire Arc: Front; Damage: 7d10x2; Missile Quality: Ordinary (+10).


TIE/pt TRANSPORT
    This bent-wing TIE transport craft is based around a single heavy hull pod. The lower wing surfaces are short enough so that they do not touch the ground; two pairs of landing gear provide support. Present imagery does not make the engines obvious, but circumstantial evidence indicates that it has a hyperdrive.
TIE Transport     On the dorsal surface there are two large antenna arrays for communications or scanning. The craft appears to be capable of transceiving interstellar hyperwave channels with a sufficiently powerful warship like the Executor, although the TIE is probably not able to open a channel alone (much the same as for the hyperwave equipment on other small starships, probots and tracking devices).
    This vessel has a single pilot (who wears an open "cockroach" helmet rather than combat flight suit) and room for at least one passenger. Considering its use by former-Admiral Giel in his investigation of the abandoned rebel base at Golrath, it was probably able to carry at least a squad of stormtroopers as well. (From theforce.net Star Wars Technical Commentaries)
First Appearance: Marvel Star Wars comic run
First Introduced: After the Battle of Yavin
Craft Stats:
Name/Model: TIE/pt Personal Transport
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Shuttle/Transport
Length: 24m
Cargo Capacity: 150 tons, 1week consumables, and 8 passengers
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1 or 2
Speed Rating: 60 MGLT
Maneuverability Rating: 60 DPF
Hyperdrive: Class 1
Weapons: 2 L-s3.2 laser cannons
Shields/Armor: SFS Novaldex shield generator, titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE Transport
Class: Space Transport Crew: 1 or 2 (Normal +2)
Size: Small (24m) Initiative: +3 (+1 size, +2 crew)
Hyperdrive: x1 Maneuver: +3 (+1 size, +2 crew)
Passengers: 8 Defense: 21 (+1 size, +10 armor)
Cargo Capacity: 150 tons Shield Points: 30 (DR 20)
Consumables: 1 week Hull Points: 120 (DR 20)
Cost: 200,000 (new)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 850 km/h (14 squares/action)

Weapon: Laser cannons (2 fire-linked); Fire Arc: Front; Attack Bonus: +5 (+1 size, +0 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.


TIE/rc RECONNAISSANCE FIGHTER
TIE Recon Fighter     A specially equipped TIE fighter which employs sophisticated sensors and long-range communications equipment for reconnaissance, The TIE/rc replaces several designs of tactical recon fighter that were in use with the Republic. With improved sensors, it has garnered a good reputation for getting data, and bringing it home. It features the only set of particle shields found on 2nd generation TIEs, but since it is armed only with a single laser cannon, the TIE/rc will always be found escorted by fighters, often a TIE/gt. TIE/rc's are expected to go into harms way to gather sensor and holographic data for missions such as finding enemy bases, discovering landing sites, estimating the size of a distant fleet, and finding targets for ground assaults. Even with the advent of improved tactical scouts such as the Vanguards and /fc's, the need for precision sensors and combat durability keeps the TIE/rc in production. (From the TIE Fighter Hangar Bay Technical Database)
First Appearance: A New Hope
First Introduced: Before the Battle of Yavin
Craft Stats:
Name/Model: TIE/rc Reconnaissance Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Designation: Class 3: Reconnaissance
Length: 6.3m
Cargo Capacity: 35kg, 3 days consumables
Power System: SFS I-a2b solar ionization reactor
Propulsion System: SFS P-s4 twin ion engines
Flight Control System: SFS F-s3.2 flight avionics system
Navigation: SFS N-s6 Navcon computer system
Crew: 1
Speed Rating: 80 MGLT
Maneuverability Rating: 75 DPF
Hyperdrive: None
Weapons: 1 L-s1 laser cannon
Shields/Armor: Particle shielding, titanium alloy hull with quadranium steel armor solar panels
Game Stats:
Craft: Sienar Fleet Systems TIE/rc Reconnaissance Fighter
Class: Starfighter Crew: 1 (Normal +2)
Size: Diminutive (6.3m) Initiative: +6 (+4 size, +2 crew)
Hyperdrive: None Maneuver: +6 (+4 size, +2 crew)
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 35kg Shield Points: 10 (DR 10)
Consumables: 3 days Hull Points: 60 (DR 10)
Cost: 65,000 (new)
Maximum Speed in Space: Ramming (8 squares/action)
Atmospheric Speed: 1,100 km/h (17 squares/action)

Weapon: Light laser cannon (1); Fire Arc: Front; Attack Bonus: +8 (+4 size, +0 crew, +4 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S –2, M/L n/a.

Note: The TIE/rc provides a +4 equipment bonus to all Computer Use checks involving the use of sensors. Also available in an Interceptor.