TIE Bomber variants
When the Emperor came to power, the Navy operated a variety of starfighters. This meant that a pilot who had been trained in interceptors or scouts would be at a disadvantage if he had to fly a ground attack fighter in an emergency. The first design of the TIE family specifically for air support was the TIE/gt. Intended to target ground fortifications and heavy vehilces, the small blast radius and low number of concussion missiles was not considered a failing of the design. As the virus of treason and lawlessness spread through the Empire, it became apparent that a more versatile bomber that could carry more ordinance.
The TIE Bomber was developed with all of these factors in mind. First, it had to be short enough that the hanger racks already in service would be able to accept it, leading to the now distictive double hulls. To accommodate the various heavy weapons required of it, the designers used a rotating drum with eight weapons wells with, allowing it to carry various models of concussion and proton torpedos, missiles and free-falling bombs, along with cluster and areasol canisters of various types, miniature satellites and mines. For the deployment of free-falling bombs, mines and mini-sats, there is a hatch at the bottom of the weapons pod, but the magazine must index to align the weapon with the hatch for release. It takes approximately 2.2 seconds to move between mounting points. Self-propelled weapons, such as missiles, are typically fired out a port in the center front of the weapons pod, but they can be fired from the bomb hatch in an emergency, so long as the indexing mechanism is
intact. One of the things that makes the TIE Bomber special is the fact that the fire control systems can be configured for multiple types of weapons on a single mission, allowing a mix of weapons to be carried. (An example of this would be a theoretical defense suppression mission, with 2 long range concussion missiles, 2 decoy drone missiles, 2 free-falling cluster bomb units, and 2 bays loaded with two short range CMs each.) For self-defense and strafing, it carries the same pairing of laser cannons as the TIE Fighter, attached to an improved targeting computer. Surprisingly, the Empire elected not add a repulsorlift and landing gear to this model. They also left teh targeting system in the same belly-slung pod that they had used in the TIE/gt, making it vulnerable to enemy fire.
Already, there have been numerous variants based off this hull made, including a shuttle that is capable of seating two persons (or four if they are willing to stand without restraints), a heavy reconnaissance/forward observer, a hyperspace capable version that has been excepted in limited numbers by the Empire, and a fast courier craft.
- model: Seinar Fleet System's TIE Bomber
- era introduced: Aftermath of Yavin
- type: dedicated light space bomber
- scale: starfighter
- length: 7.8m
- skill: Starfighter Piloting: TIE
- crew: 1
- crew skill: Starfighter Piloting 6D, Starship Gunnery 5D
- cargo capacity: 65kg
- consumables: 2 days
- cost: not for sale
- maneuverability: 1D
- space: 6
- atmosphere 295;850kmh
- (no repulsors or landing gear)
- hull: 4D+1
- sensors:
- passive: 20/0D
- scan: 35/1D
- search: 50/2D
- focus: 3/2D+2
- weapons:
- Double 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
- 8 variable configuration weapons bays
- fire arc: forward
- skill: Starship Gunnery
- fire control: 3D+2
- each bay can be configured to carry one of the following:
- 2 short-range concussion missiles
- range: 1/3/7 (50-100/300/700)
- damage 7D
- 1 concussion missile
- range: 1-2/7/15 (100-200/700/1.5km)
- damage 7D
- 1 proton torpedo
- range: 1/3/7 (50-100/300/700m)
- damage 9D
- 2 proton bombs
- damage 9D
- other payloads available for special missions
The first TIE Bomber Advanced was made by the team who designed the TIE Advanced using some leftover parts and a prototype Bomber. By taking half of the weapons hardpoints out, they were able to cram in a lightweight ray shield generator, and part of a hyperdrive. The rest of the hyperdrive and extra consumables were placed into an extension around the connector between the weapons and cockpit pods. It was found to be a viable design, and has been adopted in limited numbers. Because part of the machinery is mounted on the weapons drum, it requires special connections to be able to draw power. These have been found to be prone to breakage due to wear, but the wings that have them consider the extra maintenance duties to be worthwhile. Because of the hyperdrive, an enlarged power generator had to be installed. Because the hyperdrive only draws the excess power while in operation, the Sienar engineers also gave the Bomber Advanced the lasers of the TIE/ln. In addition, the repulsorlifts and landing gear of the TIE Commando have been installed, making them more suitable of remote field operations.
Only a small handful of wings are considered politically reliable enough to give these craft to, but for those wings it also provides the ability to have strike craft available to back-up thier TIE/ad's. A small number of one-off craft have been produced with the sensors packages of either the TIE/fr or the TIE/rc in place of the weapons mounts.
- model: Seinar Fleet Systems TIE Bomber Advanced
- era introduced: Aftermath of Yavin
- type: hyperspace capable light bomber
- stats identical to the TIE Bomber (see above), except:
- cargo capacity: 65kg; 7.5 tons bomb bay
- consumables: 5 days
- hyperdrive multiplier: x4
- nav computer: limit 10 jumps
- space: 6
- atmosphere 295;850kmh
- (fitted with repulsors and landing gear)
- shields: 1D
- weapons:
- Double Laser Cannons
- (replaces original 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
- 4 variable configuration weapons bays
- except for thier number, they are identical to those on the TIE Bomber
The TIE/fr is a combination fire control/reconnaissance fighter. By removing the weapons drum and launching equipment, it is possible to shoehorn the electronics of both the TIE/fc and the TIE/rc into the weapons pod. Because of the increasingly fluid nature of the confict against the various insurrectionists, the Navy asked that it be given some ability to hit targets, of the kind that would normally require a Bomber. To meet this request, Seinar added a pair of box-like weapons bays under the wing pylons on the pods, each of which is equivalent to a bay on the TIE Bomber. This, combined with the original laser mount for the Bomber, make the TIE/fr an extremely versatile craft. Even though it has only been adopted in limited numbers as a supplement to the Interceptor/fc and /rc, it is a greatly appreciated craft among bomber squadrons in the fleet, Hunter and Assault wings, and squadrons engaged in heavy counter-insurgency campaigns. In these roles it has earned it's unofficial name of "TIE Hunter", and is greatly feared by rebel commandos and guerrillas.
- model: Seinar Fleet Systems TIE/fr
- era introduced: Shortly before the Battle of Hoth
- type: forward observer and tactical reconnaissance fighter
- stats identical to the TIE Bomber (see above), except:
- cargo capacity: 65kg
- sensors:
- passive: 30/1D
- scan: 60/2D
- search: 90/3D
- focus: 6/3D+2
- weapons:
- Twin Laser Cannons
- As found on TIE Bomber
- 2 variable configuration weapons bays
- except for thier number, they are identical to those on the TIE Bomber
- 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. The TIE/fr may use the target designator to improve it's own fire control.
As pirates, smugglers, crime lords and the Rebellion gained access to more and more advanced surface defense weapons, a ground suppression and drop-ship missions became increasingly dangerous. 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. Seinar engineers learned of these field modifications and requested permission to examine them. From these early field prototypes, they designed a purposeful 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. Those units that have been able to get these ships freely credit them with saving the lives of many fliers, and allowing a number of missions to succeed. When coupled with TIE/fr's in Hunter elements, these are a great danger to Rebel units.
- model: Seinar Fleet Systems TIE/ew
- era introduced: Shortly before the Battle of Hoth
- type: electronics suppression fighter
- stats identical to the TIE Bomber (see above), except:
- cargo capacity: 65kg
- sensors:
- passive: 25/1D
- scan: 40/2D
- search: 60/3D
- focus: 4/3D+2
- Communications Scanner
- Scans full spectrum of com, subspace and HoloNet frequencies. May have band range limited to quicken scan. Range 25 (25km).
- game use: +2D Communications to detect opponent's broadcasts.
- Communications Jammer
- skill: Communications
- difficulty:
Fire Arcs Being Jammed
All arcs
3 arcs
2 arcs
1 arc
focused jamming (single ship or emplacement) |
Difficulty
Very Easy
Easy
Moderate
Difficult
Very Difficult |
Difficulty Modifier*
+1D
+2D
+3D
+4D
+5D
|
*This is added to the difficulty to break through the jamming. Affects ALL units (except for optical and direct-wired) in range in the fire arcs being jammed.
- range: 20 (in direction of jamming)
- atmosphere: 20km
- Duration: 20 rounds, -1 round for focus jamming
- Sensor Jammer
- skill: Sensors
- difficulty:
Fire Arcs Being Jammed
All arcs
3 arcs
2 arcs
1 arc
focused jamming (single ship or emplacement) |
Difficulty
Very Easy
Easy
Moderate
Difficult
Very Difficult |
Difficulty Modifier*
+1D
+2D
+3D
+4D
+5D
|
*This is added to the difficulty to break through the jamming. Affects ALL sensors, including fire-control systems (enemy and friendly), in range in the fire arcs being jammed.
- range: 25 (in direction of jamming)
- atmosphere: 25km
- Duration: 20 rounds, -1 round for focused jamming
- weapons:
- Twin Laser Cannons
- As found on TIE Bomber
- 2 variable configuration weapons bays
- except for thier number, they are identical to those on the TIE Bomber, and usually carry at least one decoy drone missile.
The first offshoot of the Bomber was a simple, short-range shuttle to replace the TIE/st. It is little more than a TIE Bomber, with the weapons targeting systems removed, and the weapons drum replaced with a pair of passenger seats, and enough room for a couple cubic meters cargo. While the seating is not overly luxurious, it really isn't a problem for intra-fleet transportation. The passenger seats are on a removable pallet, allowing them to be removed to make way for a fairly large cargo for such a small craft (roughly 15 tons/20 cubic meters), or for a pair of Spacetroopers or a short squad of Stormtroopers who must stand (this is not recomended for unarmoured passengers due to bumpy ride). Eventually, it is planned that each ISD will carry 2 of these, with them being issued to other crafts and facilities as per their size and mission.
- model: Seinar Fleet Systems TIE/sh
- era introduced: Aftermath of Yavin
- type: intra-fleet/surface-to-orbit shuttle
- stats identical to the TIE Bomber (see above), except:
- passengers: 2
- passenger seats may be removed for 2 Spacetroopers, 5 standing troops, or 17 tons of cargo
- cargo capacity: 1 ton
- 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
The TIE Courier was requested by the Navy for "special usage", which many observers believe means support Intelligence and conducting covert operations. Basically, it is a TIE/sh that has had the hyperdrive of the Bomber Advanced added to it, along with the landing skids and repulsorlift of the TIE Commando. The required protection reduces the passenger capacity to only a single person with some cargo, but it is still enough for transporting small, special cargos of the kind that are manic led to the courier and fitted with a self-destruct to prevent theft.
- model: TIE/co
- era introduced: Aftermath of Yavin
- type: priority courier
- stats identical to the TIE Bomber (see above), except:
- passengers: 1
- cargo capacity: 2 tons
- consumables: 4 days
- hyperdrive multiplier: x1
- nav computer: limit 4 jumps
- space: 6
- atmosphere 295;850kmh
- (fitted with repulsors and landing gear)
- 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
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The original design of the TIE Bomber and TIE/sh are the copyright of WEG, but have been modified to reflect what I believe to be a more realistic depiction of thier capabilities.