TIE Interceptor variants

Shortly before the series of events culminating in the Battle of Yavin, members of the Imperial pilot corps demanded an improved fighter to counter the new Rebel X-Wing and a small handful of other, more maneuverable and/or stronger, fighters. Using data gathered from combat sensor recordings of Rebel fighters and experience with the TIE Advanced, Sienar Fleet Systems designed several fighters. The best known, most common and most popular of these is the TIE Interceptor. TIE Interceptor siloutte (from an Alliance Enemy Recognition Card)

The TIE Interceptor is 10% faster than the TIE/ln (110MGLT), and has a 50% stronger hull. It still retains the command module of the TIE Fighter series, but with several improvements, including a new ion stream projection system, with nearly twice the range of maneuvering. The solar panels are not as tall, but have been elongated, with cut-outs made in the wings for pilot visibility. This "dagger" profile has the added advantage of being more intimidating. At tip of each "dag" is a laser cannon, giving the Interceptor fire-power comparable to the T65, and the improved fire control software makes it just as accurate. The hardpoints found on the TIE Fighter series are still there, and could be fitted with additional weapons if a more powerful generator, or supplemental generators, ware installed.

The Interceptor has not corrected several of the Fighter's short comings. The first of these is a lack of ray and particle shielding. The latter of these is offset by the stronger than average hull, but it still is not a resistant to impact as most Rebel fighters. The second serious lack is the failure to install a repulsorlift generator and landing gear, meaning that they are still depend tractor beams and racks for hangering, approaches and landings, and can not reliably make field landings, engage in low-speed atmospheric flight or attempt to hover. Finally, there is still no life support facilities, meaning that a pilot is dependent on his life support equipment for warmth and atmosphere. There has been some question concerning the lack of a hyperdrive, but since the Navy's tactics maintain that fighters are to operate from surface bases, space stations or motherships, it is not a serious tactical deficit.

Introduced in it's final form just a few months after the Battle of Yavin, the Interceptor was a common sight within a year, and composed perhaps 20% of the combat TIEs in service by the time of the Battle of Endor. The basic design is highly versatile, and has been used to produce reconnaissance and forward observer models, along with a series of "Heavies" which feature improved power generators, and served as the basis for the TIE Defender and Avenger. It is expected that when numbers are sufficient, designs based off of the TIE Interceptor will replace the deritives of the TIE Fighter in Imperial front-line service.

A small handful of the prototypes, designated the TIE Advanced x3, remain. They are identical to the Interceptor, except that they mount the TIE/ln's weapons systems and do not have as powerful a generator. (Treat the same for game play, except fitted with 2 linked laser cannons (FC 2D, damage 5D).)

TIE Interceptor
model: Seinar Fleet System's TIE Inteceptor
era introduced: Aftermath of Yavin
type: space-superiority fighter
scale: starfighter
length: 6.6m
skill: Starfighter Piloting: TIE
crew: 1
crew skill: Starfighter Piloting 6D, Starship Gunnery 5D
cargo capacity: 75kg
consumables: 2 days
cost: not for sale
maneuverability: 3D+2
space: 11
atmosphere 435;1250kmh
(no repulsors or landing gear)
hull: 3D
sensors:
passive: 25/1D
scan: 40/2D
search: 60/3D
focus: 4/3D+2
weapons:
Quad Laser Cannons
fire arc: Front
skill: Starship Gunnery
fire control: 3D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 6D

TIE Commando

The TIE Commando is a limited production variant of the TIE Interceptor. Featuring marginally improved fire control, it has two very distinctive features. The first is an improved power generator, allowing a small ray shield generator to be mounted into the hardpoints left by the original laser cannons of the TIE/ln. The other, and perhaps most radical of all, is the inclusion of conventional landing skids and a repulsor generator. These have been installed to allow the TIE Commando to live up to it's name, and to give it a greater selection of landing areas to choose from. This allows select special operations pilots to operate on the ground. It also makes it easier to land damaged TIEs on a planetary body. This feature is being evaluated for possible inclusion on future production runs of all TIE models.

The majority of the Interceptors that would fall into the forces of Warlord Zsinj would have the repulsors and landing struts added, with a handful of them also receiving shield generators. A number of other Warlords, independents with Imperial weapons, and New Republic units with captured Interceptors would also make these adaptations, but the fire control upgrade remains relatively rare.

model: TIE Commando
type: Surface-landing configured space superiority fighter
stats identical to the TIE Interceptor (see above), except:
atmosphere: 435; 1250kmh
Has repulsors and landing gear
shields: 1D
Weapons
Quad Laser Cannon
fire control: 3D+1
otherwise, as per standard Interceptor

TIE Recon Interceptor

Introduced shortly after the TIE Interceptor, the Interceptor/rc is intended to replace the TIE/rc and TIE Vanguard in front line units. It did not enter full production until just a few days after the Battle of Hoth. It is simply an Interceptor fitted with the improved generator from the TIE Commando, an advanced sensors package and an upgraded hull. For wings that could get them, if the wing leader also commanded the Interceptor squadron (as is usually the case), it was not uncommon for him to requisition one for his personal fighter. It is interesting to note that Empire decided not to simply replace all the Interceptors with the Recon variant, as it is a simple matter to replace the sensors module, and a good tech team could add the extra hull plating in a few days.

A number of these were made with the improved targeting systems and landing gear from the TIE Commando, but due to the extra power and bulk required for the sensors, the shield generators could not be installed.

model: Sienar Fleet Systems TIE Interceptor/rc
era introduced: Shortly before the Battle of Hoth
type: reconnaissance fighter
stats identical to the TIE Interceptor (see above), except:
hull: 3D+1
sensors:
passive: 30/1D
scan: 60/2D
search: 110/3D
focus: 7/4D

TIE Interceptor Scout

Introduced shortly after the TIE Interceptor, the Interceptor/fc is intended to replace the TIE/fc in front line units. It did not enter full production until just a few days after the Battle of Hoth. It is fitted with the secure communications and target designation package of it's parent, but at the cost of some maneuverability and half the weapons systems. For those expecting the lasers to be mounted on the wing tips, they are in for a sorry suprise. They have been moved back to the original cockpit mounting, with the four hardpoints on the wing tips being replaced with sensing equipment and imaging cameras. They often fly in tandem with TIE Interceptor/rc's, making a powerful unit. This "hunter element" is usually escorted by TIE Interceptors, but if only TIE/ln's are available, the escort usually stays home, so as not to slow down the scouts

A number of these were made with the improved targeting systems and landing gear from the TIE Commando, but due to the extra power and bulk required for the targeting systems, the shield generators could not be installed.

model: Sienar Fleet Systems TIE Interceptor/fc
era introduced: Shortly before the Battle of Hoth
type: forward observation and scouting starfighter
stats identical to the TIE Interceptor (see above), except:
sensors:
passive: 30/1D
scan: 40/2D+2
search: 80/3D+2
focus: 6/4D
weapons:
Double Laser Cannons
(replaces Quad Laser Cannons)
fire arc: Front
skill: Starship Gunnery
fire control: 3D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 5D
Target Designator
fire arc: turret
skill: sensors
fire control: 3D+2
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 Heavies

The TIE Heavy series is a number of TIE Interceptor variants fitted with more powerful power generators. In most models, this improved energy output is funneled to improved weapons systems. The heavier guns come at a minor reduction to manuverability, placing the Heavies in the same class of dancers as the T65B, and some loss of speed. There are four major varients, simply designated "Heavy Aurek", "Heavy Besh", "Heavy Cresh" and "Heavy Dorn". In addition to these, there were a number of other models produced in small, squadron- or wing-sized lots, and are rarely encountered. The Heavies are often found in elite units or in the hands of squadron and wing leaders, where the heavier fire-power is put to good use.

The Heavy A carries an additional pair of laser cannons in the chin mounts, improving the energy through put by 33% over the standerd TIE Interceptor. Heavy B's carry a pair of ion cannons, and are in demand for units supporting the Inquisitus, Intelligence and the ISB. Heavy C's are equipped with a pair of long range auto-blasters, which while they don't hit very hard, they have nearly two-thirds greater range over the regular laser cannons. Finally, there are the TIE Heavy Ds, which are not slower or less manuverable than the Interceptor, but carry a heavy shield generator. All Interceptor's under Grand Admiral Thrawn's command during his resurgence nine years after Endor were upgraded to this standard.

model: Sienar Fleet Systems TIE Heavy-series
era introduced: Shortly before the Battle of Hoth
type: space-superority starfighters
stats identical to the TIE Interceptor (see above), except:
Heavy A
space: 10
atmosphere: 415; 1200kmh
(no repulsors or landing gear)
manuverability: 3D
Weapons
Six Laser Cannons (fire-linked)
(replaces Quad Laser Cannons)
fire arc: front
skill: Starship Gunnery
fire control: 2D+2
range: 1-3/12/25
atmospheric range: 100-300/1.2/2.5km
damage: 8D
Heavy B
space: 10
atmosphere: 415; 1200kmh
(no repulsors or landing gear)
manuverability: 3D
Weapons
Four Laser Cannons (fire-linked)
as per standerd Interceptor
Two Ion Cannons (fire-linked)
fire arc: front
skill: Starship Gunnery
fire control: 2D
range: 1-3/12/25
atmospheric range: 100-300/1.2/2.5km
damage: 4D
Heavy C
space: 10
atmosphere: 415; 1200kmh
(no repulsors or landing gear)
manuverability: 3D
Weapons
Four Laser Cannons (fire-linked)
as per standard Interceptor
Two Auto-blasters (fire-linked)
fire arc: front
skill: Starship Gunnery
fire control: 2D
range: 1-8/25/40
atmospheric range: 100-800/2.5/4km
damage: 4D
Heavy D
shields: 2D

TIE Demon

The TIE Demon, while technically a member of the TIE Heavy family, is considered seperately for a very improtant reason. Instead of weapons or shields, the extra power is diverted to the engines, making it one of the fastest and most nimble craft ever made. To get the most speed out of the system, it even reverted to the weapons system of the older TIE/ln. It was origionally intended to serve as a technology demonstration and evaluation craft for the TIE Defender and Avenger programs, but was placed into special production to counter the Rebel A-Wing and as a stop-gap "Super Interceptor" for wings that have completely swapped over to the Interceptor series from the older TIE Fighter series. While it is not the easiest TIE to handle, it in demand, mainly becuase recieving an assignment to a Demon is a sign of a pilot's personal ability and rank (not to mention "manliness").

model: Seinar Fleet Systems TIE Demon
era introduced: Shortly before the Battle of Hoth
type: ultra-high speed interceptor
stats identical to the TIE Interceptor (see above), except:
manuverability: 4D+2
space: 14
atmosphere: 465; 1340kmh
(no repulsors or landing gear)
weapons:
Double Laser Cannons
(replaces Quad Laser Cannons)
fire arc: Front
skill: Starship Gunnery
fire control: 3D
range: 1-3/12/25
atmosphere: 100-300/1.2/2.5km
damage: 5D

TIE Interceptor/Ground Targetting

The Interceptor/gt was intendended by the engineers at Sienar as a light strike fighter, faster than either the TIE/gt or the TIE Bomber, yet having less weaponary than the bomber. Sienar built the origional as a technology evaluator, but the project was dropped as the TIE Bomber's profile is that it always escorted by fighters, limiting the Navy's need for a relatively high-speed attack bomber. Not widely encountered, it is mainance heavy. Still, it does parallel the T65 rather nicely with the heavy missle weapon, and gives the handful of wings that have them a faster option than the TIE Bomber.

model: Seinar Fleet Systems TIE Interceptor/gt
era introduced: Shortly before the Battle of Hoth
type: multi-role fighter-bomber
stats identical to the TIE Interceptor (see above), except:
space: 8
atmosphere: 365; 1050kph
(no repulsors or landing gear)
manuverability: 2D
Weapons:
4 Laser Cannons (fire-linked)
as per standard Interceptor
Concussion Missile Launcher
fire arc: Front
skill: Starship Gunnery
fire control: 1D
range: 1/3/7
atmosphere: 50-100/300/700m
damage: 7D

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The TIE Intercpetor is copyright Lucas Films Limited. The stats are copyright West End Games, and are included here for purposes of refrence only. All other craft depicted here are homebrewed.