Twin Ion Engine (T.I.E.) Fighter variants

The original Twin Ion Engine design is actually almost a hundred years old. However, when it was designed, it seemed as though the Republic was beyond the point of needing new designs of starfighters, having "outgrown the need for conflict". As with so many other fields, the Clone Wars brought a new generation of starfighters, many of whom had been little more than technical drawings for several decades, to enter production. The engineers at Republic Seinar Systems to dust off the single, small scale prototype of the engine system and the datacards that were being stored with it, and the TIE was born. Adopted after the Wars as the Republic Navy's standard light interceptor, the original Twin Ion Engine Fighter served alongside the Z-95 Headhunter and several other famous designs. While retired from Imperial service, some can be found in use by local defensive units, while a small number have appeared on the black market.

T.I.E.
model:Republic Seinar Systems Twin Ion Engine Fighter
era introduced: Clone Wars
type: space superiority starfighter
scale: Starfighter
length: 6.3m
skill: Starfighter: TIE
crew: 1
crew skill: Starfighter Piloting 4D, Starship Gunnery 4D
cargo capacity: 45kg
consumables: 1 day
cost: 15,000 (often higher, due to collectable value)
maneuverability: 2D
space: 7
atmosphere: 365; 1050kph
(no repulsors or landing gear)
hull: 2D
sensors:
passive: 10/0D
scan: 10/1D
search: 50/2D
focus: 2/3D
weapons:
Twin Blaster Cannon
fire arc: Front
skill: Starship Gunnery
fire control: 1D+2
range: 1-3/10/17
atmosphere: 100-300/1/1.7km
damage: 3D

The Second Generation- Imperial TIE Fighters

With the ascension of Palpataine to the thrown, it was decided to retire the ships in service and procure a new and improved fighter. Seinar improved T.I.E., the TIE Fighter, became the standard fighter in Imperial service, beating out the Koensayr BTL-series of Y-Wings, among Ship ID card for the SFS TIE.  Note that this is from a diffrent card set than the ones shown for the Intereceptor and Bomber.others. The TIE Fighter itself was quickly replaced with a new generation of ships, including the TIE/ln, the TIE/rc and the TIE/gt, all based off of the basic TIE chassis. These "Second Generation" TIEs would continue to serve various forces in all manner of capacities for several decades after the Battle of Byss and the Second Battle of Coruscant.

TIE Fighter

The first of the 2nd Generation TIEs, the TIE Fighter serves as the starting point for most of the various models in service around the galaxy. Featuring more powerful engines, better weapons and longer range than the original T.I.E., it was quickly moved into production for the Empire. Dating from a time when the last versions of the Headhunter were being produced, and the Y-Wing was brand new, it started the TIE reputation for speed and maneuverability over all comers. In reality, it was only a stepping stone for greater things. It can be still be found in service with fighter groups under the command of the Army, a few low-priority Navy assignments and the occational corporate operator, it is was a good ship for it's day.

model: Seinar Fleet Systems Imperial TIE Fighter
era introduced: Rise of the Empire
type: space superiority starfighter
stats identical to the T.I.E. (see above), except:
cargo capacity: 65kg
consumables: 2 days
space: 8
atmosphere: 365; 1050
(no repulsors or landing gear)
sensors:
passive: 20/0D
scan: 40/1D
search: 60/2D
focus: 3/3D
weapons:
Twin Laser Cannon
(replaces blaster cannons)
fire arc: front
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 4D

TIE/ln

Designed as an interceptor to the TIE's basic fighter, the TIE/ln was chosen by the Navy to completely replace it's parent. Featuring 20% more powerful engines and better weapons, the TIE/ln can be found wherever there are Imperials. It can be readily be distinguished from the TIE by the darker hull plating and the chances in laser cannon design. With hundreds of these produced every day, and millions of them scattered throughout Known Space, TIE/ln's will continue to appear for several centuries.

model: Seinar Fleet Systems TIE/ln
era introduced: Height of the Empire
type: space superiority fighter
stats identical to the Imperial TIE Fighter (see above), except:
space: 10
atmosphere: 415; 1200
(no repulsors or landing gear)
weapons:
Double Laser Cannons
(replaces laser cannons)
fire arc: front
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 5D

TIE/ln+

The TIE/ln+ is not an official Imperial craft, but they have been creeping their way into wings. They started life as basic TIE/ln's, but have been modified with parts from the TIE Interceptor. By taking advantage of the Imperial bureaucracy, wings that don't have TIE Interceptors can still get the parts for them. The first item usually added is the targeting software, although it does not perform quite as well in the /ln, due to the lower quality target sensors. The next piece added, which required a bit of power tool work, is the redesigned ion stream projection systems and the needed software. Finally, one of the first wings to make these modifications also added extra armour plating in the form of bolted on panels. Since then, the plans for these plates have been distributed through various, unofficial means through the starfighter maintenance teams, and copied. While the extra weight cuts into the maneuverability in atmosphere, it has no negative effects in space, and is considered to be worth it when you must go into the "soup".

model: Seinar Fleet Systems TIE/ln (modified)
era introduced: Height of the Empire
type: space superiority fighter
stats identical to the TIE/ln (see above), except:
hull: (if fitted with optional armour kit) 2D+2
atmosphere speed: (if fitted with optional armour kit) 415; 1200kmh
maneuverability: 2D+2 (if fitted with optional armour kit, 2D+1 in atmosphere)
weapons:
Double Laser Cannon
fire control: 2D+2
otherwise identical to original weapons configuration

TIE/fc

The primary artillery of the Empire takes the form of space-borne heavy guns. To effectively use an artillery a forward observer is helpful, but they are essential for orbital bombardment. The TIE/fc is used for just that role. Using a belly turret holding a target designator, it is one of the most maneuverable of the 2nd generation TIEs. Because of the the nature of it's mission, it has an improved sensor system, almost as powerful as that used by the TIE/rc, and often supplements or replaces the /rc.

model: Seinar Fleet Systems TIE/fc
era introduced: Height of the Empire
type: forward observer starfighter
stats identical to the Imperial TIE Fighter (see above), except:
maneuverability: 2D+2
space: 7
atmosphere: 350; 1000
(no repulsors or landing gear)
sensors:
passive: 30/0D
scan: 40/1D
search: 80/3D
focus: 6/4D
weapons:
Single Laser Cannon
(replaces twin laser cannons)
fire arc: front
skill: starship gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 4D
Target Designator
fire arc: turret
skill: sensors
fire control: 3D
fire rate: 1
range: 0-30/40/80
atmosphere: 0-3/4/8km
damage: May be used to designate targets for other craft. The target may dodge as per normal. If the roll is successful, one other ship (note that ALL weapons on that ship firing at the same target may use this data) or an installation gets a +2D (for Capital Gunnery) or +1D (for Starship Gunnery or Blaster Artillery) bonus to fire control. Only one unit may get the bonus per round. Only one target amy be engaged per round.

TIE/gt

With the retirement of the Z-95 by the Empire, a tactical niche was left empty, that of an aerospace attack fighter. To fill that gap, the TIE Fighter was modified with an extended fuselage, holding a light concussion missile laucher. Intended to destroy ground installations and heavy vehilces rather than infantry units, the use of the armour-penetrating CMs was taken over proton weapons to save weight. The cost of the new weapon was in engine efficiency. It still uses as much fuel, but isn't as fast as the TIE Fighter. For self-defense and strafing, it a single laser cannon found of the model found on the TIE Fighter. With the introduction of the TIE Bomber, many Army wings are now receiving "thier" /gt's, and are occasionally able to double up on them.

model: Seinar Fleet Systems TIE/gt
era introduced: Height of the Empire
type: ground attack fighter
stats identical to the Imperial TIE Fighter
space: 4
atmosphere: 280; 800
(no repulsors or landing gear)
weapons:
Single Laser Cannon
(replaces twin laser cannons)
fire arc: front
skill: starship gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 3D
Concussion Missile Launcher
fire arc: front
skill: Starship Gunnery
fire control: 1D
range: 1/3/7
atmosphere: 10-100/300/700
damage: 6D

TIE/in

Designed by Seinar engineers for sale to customs and local defense forces, the TIE/in replaces the laser cannons of the TIE/ln with ion cannons. It has seen only sporadic usage by the Empire. This is mostly due to Customs desire to retain high-performance shuttles and patrol boats, which do not require starfighter support. A small number of fighter wings use them, often interchangeable with TIE/ln's, or they are assigned to guard space docks, blaster gas refineries and other facilities that are readily damaged by laser fire.

model: Seinar Fleet Systems TIE/in
era introduced: Height of the Empire
type: space superiority/Customs fighter
stats identical to the TIE/ln (see above), except:
weapons:
Double Ion Cannons
(replaces laser cannons)
fire arc: front
skill: starship gunnery
fire control: 2D
range: 1-3/7/36
atmosphere: 100-300/700/36
damage: 4D

TIE/rc

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. Lightly armed with a single laser cannon, it features the only set of particle shields found on production, 2nd generation TIEs. Always escorted by fighters, and often paired with a TIE/fc rather than another /rc, TIE/rc's are expected to go into harms way to gather sensor and holographic data for missions ranging from ground assaults by combined armour and infantry teams, to selecting landing sites, to searching for illegal bases. Many commentators have recommended that the Navy replace the TIE/rc with Vanguards and /fc's, but the need for precision sensors and combat durability keeps the TIE/rc in the inventory.

model: Seinar Fleet Systems TIE/rc
era introduced: Height of the Empire
type: tactical reconnaissance fighter
stats identical to the Imperial TIE Fighter (see above), except:
space: 7
atmosphere: 350; 1000
(no repulsors or landing gear)
hull: 2D+2
sensors:
passive: 30/1D
scan: 60/2D
search: 90/3D
focus: 6/3D+2
weapons:
Single Laser Cannon
(replaces laser cannons)
fire arc: front
skill: starship gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 3D

TIE Vanguard

While the TIE/rc works well as a tactical reconnaissance fighter, a TIE Vanguard on patroldedicated strategic platform is also required. The TIE Vanguard carries sensors improved over those of the /rc, but is not intended for combat. Readily identified by it's outwardly bent wings, the Vanguard is usually used to proceed a fleet in realspace, to sweep for mines, powered down starfighters, and other hazards, and to conduct (escorted) perimeter sweeps around space installations.

model: Seinar Fleet Systems TIE Vanguard
era introduced: Height of the Empire
type: dedicated reconnaissance fighter
stats identical to the Imperial TIE Fighter (see above), except:
space: 5
atmosphere: 295; 850kph
(no repulsors or landing gear)
sensors: usually in real-time contact with base or mothership
passive:40/1D
scan: 80/2D
search: 120/3D
focus: 8/4D
weapons:
Single Laser Cannon
(replaces twin laser cannons)
fire arc: front
skill: starship gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 3D

TIE/st

While most Imperial training takes place in simulators, there is still a point at which a pilot must have a real craft with real vacuum around him, while not yet being ready to solo. The TIE/st uses an slightly extended fuselage of the one on the TIE/gt (the cockpit pod has been extended by 21cm), and replaces the concussion Missile launcher with a (very cramped) seat for an instructor pilot. It also serves as a short range (intrafleet and surface-to-orbit) shuttle. While it can carry a second pilot, among the instructors at fighter acadamies, being assigned to "back seat" students is seen as a punishment, because of the minuscule seating.

model: Seinar Fleet Systems TIE/st
era introduced: Height of the Empire
type: trainer/courier
stats identical to the Imperial TIE Fighter (see above), except:
crew: 1
passengers: 1 w/ duplicate controls fitted with a lock-out mechanism
passenger seat may be removed for 100kg/2m³ of cargo
cargo capacity: 45kg
consumables: 1 day
maneuverability: 1D+1
space: 6
atmosphere: 295; 850kph
(no repulsors or landing gear)
hull: 2D
weapons:
Single Laser Cannon
(replaces twin laser cannons)
fire arc: front
skill: starship gunnery
fire control: 2D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 3D

TIE Commercial

The TIE Commercial, or TIE/cp, is one of the few versions of TIE Fighter that can legally be sold to non-Imperial operators. It can be distinguished by it's angled, flat solar panels. Also called the TIE Deathtrap, it is a downgraded TIE Fighter with a delicate hull and little love among the pilots who fly them. A number of operators have designed a system of bolt-on armour (which was copied by several users of the TIE/ln+), which is about the only modification that can be added, due to the tiny power generator. A number of these have been bought by the Empire as chassis for research and to round out the Army wings assigned to garrison bases. Other, less popular, models (such as the V38, T.I.E. Improved and remaindered TIE Fighters) are also available for sale, but are much rarer.

model: Seinar Fleet Systems TIE/cp
era introduced: Height of the Empire
type: multi-role starfighter
stats identical to the Imperial TIE Fighter (see above), except:
cost: 60,000
hull: 1D+2
sensors:
passive: 10/0D
scan: 20/1D
search: 40/2D
focus: 2/2D+2

Back to the TIE Family
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The TIE/ln as shown here is copyrighted by WEG, and is included here for completness. Stats for the TIE, TIE/fc, TIE/gt, and TIE/rc origionally appeared in SWAJ 10, but have been modified to reflect what I believe to be a more realistic depiction of thier capabilities. The T.I.E. and TIE/st were origionally designed by Urban Lundqvist.