Imperial Starfighters
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Information regarding Imperial Starfighters.

TIE Line Fighter

Sometimes called the TIE/ln starfighter, this was the first flat-winged, single-pilot TIE ship developed by Seinar Fleet Systems for the Empire, and the basis for all subsequent TIE ships. It is built to be highly manoeuverable, dispensing with everything that could slow it down. The fighter lacks life support systems, and in original version, it also lacks a shield generator and a hyperdrive, making this an exclusively short-range starfighter which requires a nearby base of operations from which to obtain fuel and supplies. Very cheap to build, it was produced in massive quantities, so massive that it was the most prominent Imperial fighter for a decade after it became outdated by newer and more expensive models. Contrary to rumour, the TIE/ln performs adequately in atmospheric combat and is in no danger of breaking apart under normal combat conditions.

Requirements

You must be either a Imperial Space Force Pilot, or an Imperial Army Pilot to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps

Specifications:

Name/Type: TIE Line Fighter TIE/LN
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Interceptor
Crew: 1
Length: 6.3 Meters
Speed: 100 MGLT, 1200 Kph
Acceleration: 20 MGLT/s
Maneuverability: 100 DPF (-30 DPF when fitted with hyperdrive)
Hyperdrive: x1
Shield Rating: None (40 SBD with fitted shield generator).
Hull Rating: 15 RU
Weapons: 2 Front Laser Cannons OR 2 Ion Cannons
Countermeasures: 1 Beam Weapons Compartment Module
Modifications: Can be fitted with a Dual Concussion Missile Launcher (2,4 or 8 Warheads depending on the extent of modifications. 2 Missiles was a field modification, easily performed without performance loss).

TIE Line Fighter Mk II

The original TIE/ln was quite sufficient to deal with short-range defence against pirates and minor insurgents, but with the rise of the Rebel Alliance, the TIE/ln got serious competition. The TIE Line Fighter Mk II is the last model of the basic TIE/ln. It differs from the original only in that it has slightly upgraded thrusters and other minor improvements. It stopped being produced during the Thrawn Campaign when TIE Interceptors with shield generators became the norm. During the Reborn Emperor's rule, even the TIE Interceptor started to get replaced with the A-9 Interceptor. But the basic TIE/ln has been produced in such vast numbers that even though damaged TIE/ln are disassembled for use in other TIE type fighters, you can still find many TIE/ln in use throughout the Galaxy, mostly by Imperial warlords and pirate groups. Standard price is 25 KCR for a used TIE fighter, but they are still illegal to use in Imperial Space. Parts can be obtained legally.

Requirements

You must be either a Imperial Space Force Pilot, or an Imperial Army Pilot to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps

Specifications:

Name/Type: TIE Line Fighter TIE/ln Mark II
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Interceptor
Crew: 1
Length: 6.3 Meters
Speed: 110 MGLT, 1200 Kph
Acceleration: 20 MGLT/s
Maneuverability: 100 DPF
Hyperdrive: x1
Shield Rating: None (40 SBD with fitted shield generator).
Hull Rating: 15 RU
Weapons: 2 Front Laser Cannons OR 2 Ion Cannons
Countermeasures: 1 Beam Weapons Compartment Module
Modifications: Can be fitted with a Dual Concussion Missile Launcher (2,4 or 8 Warheads depending on the extent of modifications. 2 Missiles was a field modification, easily performed without performance loss).

I-7 Howlrunner

When the Reborn Emperor took control of the Core Worlds again, Incom Corporation which was famous for supporting the rebels with their X-Wing design, was once again nationalized. The I-7 was the design made for the Imperial military once new management had taken over, in response to the A-9 Vigilance made by KDY, around 10 ABY. The I-7 was not very popular in the Empire due to its origins from a rebel corporation, but eventually, the second loss of the Emperor and the following wars made the I-87 come into use by rebels, and when men and materials became scarce, the I-7 came into widespread use and even eventually replaced the venerable TIE fighter as the standard line fighter in the Imperial Remnant.

Some sources, most likely rebel in nature, claims the I-7 was riddled with problems such as a targeting system full of holes, and weak laser cannons. The same sources also claims that the Empire used the Howlrunners en masse to overcome said problems. This is merely worthless rebel propaganda. Not only does the I-7 sport an extra power generator dedicated to the laser cannons, the original Imperial version came with four instead of the more well-known version with only two lasers. Furthermore, the I-7 was given only to the elite Imperial squadrons, was used by the Dark Jedi Adepts, and even the Jedi on the rebel's side. It was even used by the Corellian Defence Force.

It is an excellent atmospheric fighter and performs overall somewhat better than its rebel counterpart, the X-Wing T-65C A2. The two laser version - the one used by the rebels and the civilan market - doesn't come with a hyperdrive as standard. Unlike most Imperial fighters, the I-7 has a cabin with life support and a remote-controllable autopilot that allows a pilot to call for his ship or send it remotely on a ramming attack.

Requirements

You must a pilot in order to fly one.

Organizational: Imperial Space Force


Name/Type: I-7 Howlrunner
Designer/Manufacturer: Incom Corp.
Combat Role: Superiority/Interception
Crew: 1 + 1 (optional co-pilot/gunner)
Length: 11.4 Meters
Speed: 120 MGLT, 1300 Kph
Acceleration: 18 MGLT/s (est.)
Maneuverability: 84 DPF
Hyperdrive: x1
Shield Rating: 50 SBD
Hull Rating: 14 RU
Weapons: 4 Laser Cannons, 2 Warhead Launchers (6 Torpedoes, 8 Missiles, 8 Magpulse or 8 Heavy Rockets).
Countermeasures: ~15 Chaff or Flares

TIE Interceptor

This faster TIE model was developed as an answer to the stolen Rebel X-Wing fighter, when the original TIE/LN failed to prove superior. It is easily recongized by its bent-wing radiators, larger than that of the original model. It is even faster, more manuverable, and sports more firepower than the TIE/LN. The original TIE/I comes without a shield or a hyperdrive, but was later modified by Grand Admiral Thrawn to carry both. Sometimes they are also fitted with a warhead launcher. Upgraded TIE Interceptors closely match the Rebel A-Wing in overall performance.

All TIE Interceptors in NIF service have been modified with a combat shield generator for additional pilot safety.

Requirements

You have to be a pilot, rank level 1 or higher, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps

Name/Type: TIE Interceptor TIE/I
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority/Interception.
Crew: 1
Length: 6.6 Meters
Speed: 110 MGLT, 1250 Kph
Acceleration: 21 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: None.
Shield Rating: 40 SBD with fitted shield generator
Hull Rating: 20 RU
Weapons: 4 Laser Cannons
Countermeasures: 1 Beam Weapon Compartment Module

TIE Interceptor Mk II

The TIE Interceptor has been upgraded several times during its service. In the Battle of Endor, some of the first Interceptors with modifed armament flew, replacing the 4 wing-tip laser cannons with 4 rapid-firing blaster cannons, while adding 2 chin-mounted laser cannons. A Beam Weapon Module was fitted as soon as they became available during the development program of the TIE Defender. During Thrawn's Imperial Warlord campaign, Interceptors were further upgraded with shield generators, a practice that still continues. While the TIE/I was indeed upgraded as described, no official source has named this model Mk II. The NIF will however use this designation.

Requirements

You have to be a pilot, rank level 1 or higher, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps

Name/Type: TIE Interceptor TIE/I Mk II
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority/Interception.
Crew: 1
Length: 6.6 Meters
Speed: 110 MGLT, 1250 Kph
Acceleration: 21 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: None.
Shield Rating: 40 SBD
Hull Rating: 20 RU
Weapons: 4 Wing-mounted Blaster Cannons, 2 Chin-Mounted Laser Cannons.
Countermeasures: 1 Beam Weapon Compartment Module

TIE Interceptor Mk III

While the I-7 Howlrunner could achieve parity with the New Republic's common fighter types, it was eventually felt that the Incom Corporation did not support the NIF's standard fighter properly, as it received no upgrades. At the same time, a fighter that could successfully engage the best the NR had to offer without being excessively expensive was desired.

It was during C1M30, or ABY 18 in the NR's calender, that the Interceptor Mk III was finally concieved to replace the I-7 as the Federation's new standard fighter. It is a heavy snubfighter, partially based on the Heavy Interceptor's design. It features two I-s3a solar ionization reactors and three P-s5.6 ion engines reconfigured for burst acceleration rather than a high maximum acceleration. This gives the ship an astounding 27 MGTL/s acceleration, allowing it to reach maximum effective thrust in 4.63 seconds. This is usually enough to take the ship out of hairy situations or overtake an enemy.

Most of the dual reactor's power is channeled into its beam weapons. The 8 heavy lasers are each three times as powerful as the bullpup L-s9.3, giving the ship six times the firepower of a TIE Avenger. This allows the ship to function in a sustained assault role as well as quickly overpowering enemy fighters. The cannons are capable of firing in five different modes, the usual single, double, and quad link ones plus supercharge and half power. The half power mode was added to help pilots transition from the lighter, faster firing L-s9.3. To handle these cannons’ appetite for power, each gun is given a power cell with double standard storage capacity. A backfire surge protection system projects a temporary shield which limits an accidental overcharge explosion to the gun emplacement itself, possibly taking out a wing but not the entire ship.

The Mk III uses not one but two strong Novaldex deflector shield systems, the same model as used in the XG-1 Star Wing. A novel approach allows these to be set either in serial mode, which provides an impressive 300 SBD, or in parallell mode, giving it 150 SBD with the second generator system as a backup, allowing the unused power for other systems. One generator has to be removed if the ship is fitted with a hyperdrive, leaving it at 150 SBD.

Since it has good but not the best maximum acceleration, the ship was fitted with additional countermeasures to protect it from missile attack. Time has yet to tell how this promising NIF design will perform.

Requirements

You have to be a pilot, rank level 2 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE Heavy Interceptor (TIE/I Mk III)
Designer/Manufacturer: Tom Saint/NIF/Sienar Fleet Systems
Combat Role: Superiority / Heavy Assault
Crew: 1
Length: 9.6 Meters
Speed: 125 MGLT, 1300 km/h
Acceleration: 27 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: x2 (when fitted)
Shield Rating: 300 SBD or 150 SBD / 150 Backup
Hull Rating: 20 RU
Weapons: 8 Heavy Laser Cannons, 2 NK-3 Light Ion Cannons, 1 General Purpose Warhead Launcher (Extended: 20 concussion or proton rockets, 12 missiles, 10 torpedoes, 6 heavy rockets, 3 bombs).
Countermeasures: 1 Beam Weapon Compartment Module, 20 Chaff, 10 Flares.

TIE Heavy Interceptor

This fighter came into use shortly after the Battle of Endor. It is an intermediate design based on the TIE Interceptor, predating the TIE Advanced, but instead of the miniaturized rapid-fire cannons typically used on TIE fighters, it has four large, heavy lasers fitted along the wings, plus two standard laser cannons on the midsections. It is a high performance fighter, with strenghtened structure to allow for very tight turns in planetary atmospheres, leading to excellent manueverability. It has earned the nickname "Assault TIE" due to its heavy armament, but it more correctly classified as a heavy version of the Interceptor. All statistics except weapons are estimated.

Requirements

You have to be a pilot, rank level 2 or higher, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps


Name/Type: TIE Heavy Interceptor (TIE/I2)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority / Medium Assault
Crew: 1
Length: 6.6 Meters
Speed: 110 MGLT, 1300 Kph
Acceleration: 21 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: x2
Shield Rating: 40 SBD
Hull Rating: 30 RU
Weapons: 2 Laser Cannons, 4 Wingtip Heavy Laser Cannons.

XG-1 Alpha-class Star Wing Assault Gunboat

The Star Wing, more commonly known as the Assault Gunboat, is primarily used by the Imperial Army although it also sees use in the spaceforce. It is a versatile craft suitable for any engagement, although it really shines in ground attacks, where the five-winged craft enjoys improved maneuverability. Every Imperator-class Star Destroyer carries a contingent of them attached to its ground forces.

Requirements

You have to be a pilot, rank level 4, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps

XG-1 Alpha-class Star Wing Assault Gunboat
Name/Type: XG-1 Alpha-class Star Wing Assault Gunboat
Designer/Manufacturer: Cygnus Spaceworks
Combat Role: Multi-Role.
Crew: 1
Length: 17 Meters
Speed: 90 MGLT, 1,050 Kph
Acceleration: 20 MGLT/s
Maneuverability: 90 DPF
Hyperdrive: x2
Shield Rating: 100 SBD
Hull Rating: 50 RU
Weapons: 2 Laser Cannons, 2 Ion Cannons, Dual Launcher with 16 Advanced Concussion Missiles.
Countermeasures: 1 Beam Weapon Compartment Module

XM-1 Nova Wing Missile Boat

Designed by then-Admiral Thrawn during the Galactic Civil War, the missile boat was a modified Cygnus Spaceworks XG-1 Star Wing Assault Gunboat. Many Imperial pilots denounced the new ship, saying that it was not very maneuverable in a dogfight, although it was deadly from long-range. The ship was orignially intended to counter the deadly TIE Defenders used by the traitor Zaarin. The tractor beam locks on to the agile Defender in order to slow it down, then saturate it with more missiles than it can avoid. The ship has a ground-breaking, innovative SLAM overdrive device which feeds power from its laser cannon in order to achieve short bursts of highly increased engine thrust.

The Nova Wing is an extremely deadly missile carrier during any sort of assault, but is best suited to use its SLAM overdrive to escape if out of missile load or if engaged into a close-combat dogfight. In missile duels, however, it is unmatched.

Requirements

You have to be a pilot, rank level 7, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps

XM-1 Nova Wing Missile Boat
Name/Type: XM-1 Nova Wing Missile Boat
Designer/Manufacturer: Thrawn/Cygnus Spaceworks
Combat Role: Multi-Role
Crew: 1
Length: 15 Meters
Speed: 125 MGLT, 1250 Kph (est.)
Acceleration: 21 MGLT/s
Maneuverability: 91 DPF
Hyperdrive: x2
Shield Rating: 120 SBD
Hull Rating: 20 RU
Weapons: 1 Laser Cannon, Dual Launcher with 40 Advanced Concussion Missiles, Dual Launcher with variable payload up to 40 warheads.
Countermeasures: 1 Beam Weapon Compartment Module

TIE Drone

The TIE Drone, aka TIE Droid or TIE Automated Fighter, was designed to complement the vaning number of Imperial TIE pilots after the Battle of Endor by constructing a fully automated starfighter. Sienar had experimented with a drone fighter for many years, but they were impractical as long as the Galactic Empire had virtually limitless resources in manpower. The TIE/dr first came into use at the second Battle of Mon Calamari, where they were produced in large numbers by the World Devastators, and used to great effect. It is piloted by an ACE-6 droid brain, which although not as good as a live pilot can be used in large numbers to make up for it, and they have superior reaction speeds to any normal pilot. The craft itself is a lightly armed short-range craft, somewhat better than the basic TIE Line Fighter, faster and more manoeuverable. The TIE/dr features wing attitude servos that functions like strike foils, moving with the craft to achive higher prestanda. The design was based on the standard TIE Line Fighter, but features slightly heavier armor while still capable of reaching higher acceleration. Although this is a lightly armed and defended craft, it was considered an advanced droid design, which can be updated with new tactical logics. The TIE Drone fell out of use again after the fall of the Reborn Emperor since while better than the droid fighters used during the Clone Wars by the Confederacy, living pilots were better still and manpower was once again in reasonable supply.

Requirements

This ship has no pilot. It is used by the Imperial Space Force.

Name/Type: TIE/d(dr) Automated Fighter
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Interceptor
Crew: 0
Length: 5.53 Meters
Speed: 111 MGLT, 1300 km/h
Acceleration: ~21 MGLT/s
Maneuverability: 108 DPF
Hyperdrive: None.
Shield Rating: None.
Hull Rating: ~20 RU
Weapons: 2 Front Laser Cannons.

TIE Hunter

This experimental TIE never saw much combat in the Galactic Civil War. The craft was produced in limited quantities and performed relatively well, but was pulled from the lines, due to the Empire's arrogance against using a weapon improved with the enemy's designs. Commisioned by the Empire's elite Storm Commando Corp, the TIE Hunter is an experimental fighter that sacrifices armour and firepower for flight speed. The design of this new craft integrates the folding s-foil design of an X-wing into the form of a TIE Interceptor. However, the high-speed closed-wing configuration reduces the solar panel surface area so dramatically that no weapons can be fired while the wings are in a closed position. All available energy is transferred to the craft's advanced twin ion engines. The torpedo load coupled with high speed could make it an effective assault fighter, but it is not strange that it never came into regular production since there are more effective albeit more expensive designs.

Requirements

You must a pilot of Rank Level 3 or above in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps


Name/Type: TIE Hunter
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Interception/Medium Assault
Crew: 1
Length: 6.9 Meters
Speed: 115 MGLT, ~1200 km/h
Acceleration: ~18 MGLT/s
Maneuverability: ~125 DPF
Hyperdrive: ~x2
Shield Rating: ~40 SBD
Hull Rating: ~20 RU
Weapons: 2 Laser Cannons, 1 Dual Ion Cannon, 1 Proton Torpedo Launcher (12 warheads).

TIE Vanguard

The Vanguard is a modified version of the TIE Line Fighter. It was predated by several other types of short-range scouts, including the Old Republic T.I.E./rc and the TIE Recon which also had the designation TIE/rc. It is a short-range recon fighter with extensive sensor arrays and long-range communications arrays, as well as upgraded thrusters to make it more maneuverable. It is typically used for starfighter wing and fleet scouting missions. It can advance ahead of a fleet or main fighter wing to make fast passes while relaying vital pre-engagement data back to the Imperial force. Rebel slang calls these craft "peepers". In the Elrood Sector they were modified to conduct detailed surveillance of communications bandwidths, movement of civilians, and other detailed intelligence. It is a lightly armed fighter meant to avoid combat and remain in constant communication with its base.

Requirements

You must be pilot of at least Rank Level 2 or higher in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps


Name/Type: TIE Vanguard TIE/rc
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Reconnaissance
Crew: 1
Length: 6.3 Meters
Speed: 80 MGLT, 1200 Kph
Acceleration: 20 MGLT/s
Maneuverability: 129 DPF
Hyperdrive: None.
Shield Rating: 20 SBD
Hull Rating: 15 RU
Weapons: 1 Chin Mounted Laser Cannon

TIE Lone Scout-B

The TIE/sr (Scout/Reconnaissance) is a limited production long-range scout craft, capable of penetrating deeply into enemy territory and collect detailed sensor data. This craft can scan an entire star system by itself. It is a much larger craft than the standard TIE/ln fighter in order to house the very sensitive and extensive sensor arrays, but also to accomodate the crew during long missions (the Lone Scout carries a full year of supplies). It has a retractable landing pad like the larger TIE transports and TIE x1 Fighters, originally used for planetary landings for survey of new frontier worlds. The Empire often used the TIE/sr for advanced fleet reconnaissance, probing of mine fields and other hazardous duty, which saw many ships destroyed. It was eventually decided that the TIE/sr was too expensive to be extensively used. Several variants exist, including Type A, the second generation Type A 2 and the more militarized Type B, with 2 laser cannons instead of one. The LSA and LSA2 are cheaper, stripped down versions with less sophisticated scanning equipment intended for the civilan market. They were widely used both by the Imperial Survey Corps for cataloguing the galaxy, as well as the New Republic Scout Service.

Requirements

You have to be a pilot, rank level 2, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE Lone Scout-B TIE/sr
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Reconnaissance
Crew: 1
Length: 24 Meters
Speed: 70 MGLT, x Kph
Acceleration: 13 MGLT/s (est.)
Maneuverability: 50 DPF
Hyperdrive: x2
Shield Rating: 20 SBD
Hull Rating: 42 RU
Weapons: 2 Chin Mounted Laser Cannons
Passengers: 3

TIE Fire Control

The TIE/fc is a forward short-range scout much like the Vanguard. The difference is that the fc is specially equpipped with targeting sensors, jam-resistant comlinks and advanced targeting computers. It is designed to relay targeting and fire control information back to the main fleet. In addition to augmenting the targeting abilities of capital ships, the TIE/fc is valuable as a targeting assist for starfighters as well, able to "paint" a target, acting as a target acquisition craft for missile strikes. It often supplements or replaces the TIE/rc. In an environment with heavy jamming (basically any naval battle) it is an invaluable aid for navy long range fire. Although slower than the standard TIE/ln, its extended sensor range and exceptional maneuverability helps the pilot to hover close to its target and relay data without being intercepted by ship point defences.

Requirements

You have to be a pilot, rank level 2, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps


Name/Type: TIE/fc Fire Control
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Reconnaissance
Crew: 1
Length: 6.3 Meters
Speed: 80 MGLT, 1050 Kph
Acceleration: ~20 MGLT/s
Maneuverability: ~150 DPF
Hyperdrive: None.
Shield Rating: None.
Hull Rating: 15 RU
Weapons: 1 Chin Mounted Laser Cannon

TIE Electronic Warfare

The TIE/ew is a large, dedicated sensors and communications jamming craft, developed from early field modifications done in response to more advanced weapons that came in use by the rebels and other criminals since the civil war broke out. Since short-range TIE fighters always have naval capital ship jamming to rely on, this ship is intended to supplement and aid ground forces, which is why it is also equipped to aid in ground targeting. It is always escorted.

Requirements

You have to be a pilot, rank level 2 or higher, in order to fly one.

Organizational: Imperial Army Pilot Corps


Name/Type: TIE/ew Electronic Warfare
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: EW
Crew: 1
Length: 18 Meters
Speed: ~80 MGLT, ~850 km/h
Acceleration: ~11 MGLT/s (est.)
Maneuverability: ~50 DPF (est.)
Hyperdrive: None.
Shield Rating: None.
Hull Rating: 15 RU
Weapons: 1 Chin Mounted Laser Cannon, 2 Concussion Missile Launchers.

TIE Electronic Warfare +

The TIE/ew+ incorporates an R8 droid to expand its electronic warefare suite, as well as work on making the TIE/ew+ a harder target to lock on. Shields were added as the original traded those away in favor of armament. A special hyperdrive sled was created to help expand the operational area of the TIE/ew+ to outside of the area of its home base.

Requirements

You have to be a pilot, rank level 2 or higher, in order to fly one.

Organizational: Imperial Army Pilot Corps


Name/Type: TIE Electronic Warfare + (TIE/ew+)
Designer/Manufacturer: Jacen Wesiri/Dravius Stari/Sienar Fleet Systems
Combat Role: Electroni Warefare
Crew: 1 + 1 R8
Length: 18 Meters
Speed: 80 MGLT, 850 km/h
Acceleration: 11 MGLT/s
Maneuverability: 50 DPF
Hyperdrive: x2 with a specially designed sled
Shield Rating: 50 SBD
Hull Rating: 15 RU
Weapons: None.
Countermeasures: 10 Chaff and Flare
Special: Expanded EW Suite

Shadow Droid

The Shadow Droid is a not actually a droid. It is a cyborg fighter, controlled by the disembodied, implanted brain of a former imperial ace pilot, swimming in a neutrient bath, connected to advanced tactical computers. The Shadow Droids communicate with each other in binary code via a long-range communications array, a highly efficient way to coordinate attacks. The Reborn Emperor personally had a hand in developing this high-end fighter by connecting the pilot brains to the Dark Side of the Force, giving them unparalleled skill (NIF ref: 6 Force Points). The only problem with this fighter was that the brain eventually would go insane when realizing its forever stuck in a starfighter. This problem was corrected by having all human traits removed. Their reflexes and ability was augmented far beyond human norm in the process. In addition, the SHD-66 carries a veritable arsenal of firepower in its disposal, combined with strong shields and excellent atmospheric ability. Most of its weapons have tracking capability, able to swivel or pivot to follow a target or saturate an area. It was designed with ground support in mind, capable of flying at zero altitude with unaffected capacity. A truly outstanding starfighter that was first used in the Battle of Balmorra, where it also won the day for the Empire, even when facing Viper Automadon Droids. Like its name suggests, the Shadow Droid is also heavily stealthed with both a sensor baffle coating that also makes the ship glossy black, and an advanced sensor masking system. Together they make the ship very difficult to detect and track.

"Something's not right. X-wings are always tenacious fighters. Why are they fleeing from the Shadow Droids?" "They're frightened, sir... The Shadows are invicible!"

Requirements

You have to be a medaled and deceased pilot in order to fly one.

Organizational: Imperial Army Pilot Corps


Name/Type: SHD-66 Shadow Droid
Designer/Manufacturer: Umak Leth/Byss Shadow Works
Combat Role: Heavy Assault
Crew: 1
Length: 2.8 Meters
Speed: 120 MGLT, 1300 km/h
Acceleration: ~21 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: None.
Shield Rating: 100 SBD
Hull Rating: 30 RU
Weapons: 2 Turreted Laser Cannons, 4 Repeating Blaster Cannons, 1 Ion Cannon, 1 Electromagnetic Pulse Gun, 1 Concussion Missile Launcher (12 warheads) and 1 Proton Torpedo Launcher (8 Warheads).
Special: Stealth Armour, Stealth Sensor Shroud
Countermeasures: ~1 Beam Weapon Compartment Module

TIE Advanced x1

This experimental fighter was the first in a series leading up to the successful TIE Advanced design. The project was overseen by Darth Vader, and this fighter was for a while his personal craft. It saw combat at the Battle of Yavin, which made it more famous than it was meant to be. While a step above the standard TIE fighter, it proved sluggish, although most pilots felt the improved resilience worth the tradeoff. It was the first step towards abandoning the usual Imperial design policies, sporting not only a hyperdrive, but also a deflector shield. Some models of this fighter has also been fitted with a cluster missile launcher.

Requirements

You have to be a pilot, rank level 3 or higher, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps


Name/Type: TIE Advanced x1 (TIE/ad/x1)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: 1
Length: 9.2 Meters
Speed: 105 MGLT, 1200 Kph
Acceleration: ~16 MGLT/s
Maneuverability: 85 DPF
Hyperdrive: x4
Shield Rating: 20 SBD
Hull Rating: 14 RU
Weapons: 2 SFS L-s4 Laser Cannons, Dual Missile Launcher (some versions).
Countermeasures: 1 Beam Weapons Compartment Module

TIE Advanced x2

The little known successor to Darth Vader's famous fighter. It has numerous improvements over the first version, but was never mass-produced. Several more versions were produced, up to the Advanced x7. It had boosted weapons.

Requirements

You have to be a pilot, rank level 3 or higher, in order to fly one.

Organizational: Imperial Space Force, Imperial Army Pilot Corps


Name/Type: TIE Advanced x2 (TIE/ad/x2)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: 1
Length: 7.8 Meters
Speed: 105 MGLT, 1250 Kph
Acceleration: 16 MGLT/s (est.)
Maneuverability: 150 DPF (est.)
Hyperdrive: x3
Shield Rating: 20 SBD
Hull Rating: 14 RU
Weapons: 2 Laser Cannons.

TIE Advanced Mk I

The first production model of the Tie Advanced which came into service before the Battle of Hoth. It's a fast, advanced fighter with strong shields and beam weapons.

Requirements

You have to be a pilot, rank level 3 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE Advanced Mk I (TIE/ad)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: 1
Length: 9.2 Meters
Speed: 133 MGLT, 1250 km/h
Acceleration: ~16 MGLT/s
Maneuverability: 150 DPF
Hyperdrive: x3
Shield Rating: 100 SBD
Hull Rating: 20 RU
Weapons: 2 Chin Mounted SFS L-s9.3 Laser Cannons.
Countermeasures: 1 Beam Weapon Compartment Module

TIE Advanced Mk II

The second production model of the Tie Advanced. Now we are talking dangerous. Missiles, beam weapons, high speed and maneuverability.

Requirements

You have to be a pilot, rank level 4 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE Advanced Mk II (TIE/ad)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: 1
Length: 9.2 Meters
Speed: 133 MGLT, 1250 Kph
Acceleration: ~16 MGLT/s
Maneuverability: 150 DPF
Hyperdrive: x3
Shield Rating: 100 SBD
Hull Rating: 20 RU
Weapons: 4 Laser Cannons and 2 General Purpose Launchers (8 missiles or 6 torpedoes or 4 heavy rockets or 2 space bombs).
Countermeasures: 1 Beam Weapon Compartment Module

TIE Advanced Mk III

Third production model of the Tie Advanced, succeeded by the TIE Defender. It is commonly nicknamed "Avenger" by Imperial pilots, who hoped it would get the rebels back for the loss at the Battle of Yavin. It can be field-modified to carry double the payload and has a high shield recharge rate.

Requirements

You have to be a pilot, rank level 5 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE Advanced Mk III (TIE/ad)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: 1
Length: 9.2 Meters
Speed: 145 MGLT, 1250 Kph
Acceleration: 16 MGLT/s
Maneuverability: 150 DPF
Hyperdrive: x2
Shield Rating: 100 SBD
Hull Rating: 20 RU
Weapons: 4 Wing Tip SFS L-s9.3 Laser Cannons Laser Cannons and 2 SFS M-g-2 General Purpose Launchers (8 missiles or 6 torpedoes or 4 heavy rockets or 2 space bombs).
Countermeasures: 1 Beam Weapon Compartment Module

TIE Advanced Mk IV

The most notable change is the inclusion of an on board Astromech droid, a specially modified version of the new R8 unit. Diverging from recent Imperial Fighter trends, the inclusion of an Astromech would allow for limited repair capability in flight, the ability to monitor flight performance, the ability to pinpoint and potentially correct technical problems, perform power management, and to actively optimize shipboard systems. Beyond that, an R8 unit has limited piloting capabilities, meaning that in a pinch, it could take over for the pilot if needed, or even fly the fighter on its own for whatever necessary reason.

The inclusion of an electronic countermeasure suite, capable of limited jamming, and most importantly, to provide near complete protection against enemy missiles. Realistically, enemy missiles would not have the most space to hold sensor packages, and so it would be expected to be very vulnerable to ECM confusing the on board sensor and targeting capabilities, or if they rely on guidance from a separate targeting computer, they would be very vulnerable to ECM in the form of jamming and false signals being sent to confuse the missile with regards to what it should be doing. This system would be actively controlled by the R8 unit, to provide a level of skill that is beyond anything a human could conceivable do. If that fails, there would be a countermeasure system in place, to truly prevent the fighter from ever being taken out by enemy missiles.

The P-sx7.4 ion engine are upgraded to P-sx7.6 engines. This would be taking to account more recent developments, and would increase the rating from 230 KTU to 240 KTU, and with improvements in design and technology, would also reduce the mass of the various components between increased miniaturization and both better design and construction practices. With an astromech actively managing system optimization, higher performance can be achieved, allowing for much higher burst acceleration that would otherwise be possible most other imperial fighters.

SFS I-s3b solar ionization reactor is an upgraded version of the SFS I-s3a solar ionization reactor. It sports increased power output, a refined and well tested design to produce marginally more power with less mass behind it. With the astromech actively handling system optimization, the system can safely and efficiently increase power output when needed (at key moments during a space battle), or reduce power output levels to lower levels as needed.

The original model had Novaldex deflector shields, like the venerable Assault Gunboat had. So, this would be increasing the shields along the lines of what the TIE Interceptor mk III has, given the commonality between the parts, for a 50% increase in shield strength.

The addition of Maneuvering Thrusters and reduction of mass would significantly increase the maneuverability of the fighter design. The hull would be converted to a composite shell, to reduce the mass of it. Maneuvering thrusters placed along the ship would then push ahead its maneuverability to even higher levels.

The laser cannons would be upgraded. I'm thinking that moving ahead to a later model would make sense, given how much time has gone by. Moving up from normal laser cannons to heavy laser cannons would be to increase it's capability to deal with enemy fighters. My thinking is that the heavy laser cannons would primarily be for dealing with enemy fighters, with the increase in firepower being so that it would take few shots to destroy an enemy fighter, but this would also give it limited functionality to fill an assault role.

The N-s6c Navcon would be a compact version of the venerable N-s6 Navcon. The compact version would be miniaturized and would have less direct functionality than the original, because some of the function would be handled by the R8 droid included, with both providing a net increase to navigational capacity to the fighter over the original.

F-s6x flight avionics system is a radically updated version of the F-s5x flight avionics system used on both the original and the TIE Defender. This would incorporate the nearly two decades of improvements in computer capability since the original was made, including advances in efficiency, miniaturization, and general improvements. The net result is to improve the ability of our pilots to effectively control their fighters and to more efficiently use their fighters to the best of their capabilities.

Requirements

You have to be a pilot, rank level 7 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE Advanced Mk IV
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: 1 + 1 R8
Length: 9.8 Meters
Speed: 175 MGLT, 1250 Kph
Acceleration: 25 MGLT/s
Maneuverability: 200 DPF
Hyperdrive: x2
Shield Rating: 150 SBD
Hull Rating: 20 RU
Weapons: 4 Wing Tip SFS L-s10.4 Heavy Laser Cannons and 2 SFS M-g-2 General Purpose Launchers (8 missiles or 6 torpedoes or 4 heavy rockets or 2 space bombs).
Countermeasures: 1 Beam Weapon Compartment Module, ECM Suite, 10 Chaff and flares

TIE Defender

An advanced form of TIE Fighter developed in secrecy by the Imperial Navy, the TIE Defender was produced as a response to the success of the Alliance's starfighter pilots. This starfighter took the stability and agility of the TIE Interceptor's bent-wing design and added a third bent-wing to it. The traitor Admiral Zaarin used the TIE Defender's to great sucess until he was finally defeated. The Defender saw continued use in elite squadrons throughout the imperial decline and is still in use today. It is one of the best superiority fighters in existance, easily capable of taking on six rebel fighters and win. Its laser cannons can track and engage multiple targets simultanously thanks to advanced on-board computer systems. Wing-mounted thrusters provide exceptional maneuverability. The only drawback of this machine is that it is difficult to utilize to its full potential. A slight drawback existed due to an aft blindspot, but this is easily remedied by using the sensor display, or for that matter, a mirror. Ref: Note that The New Essential Guide to Vehicles and Vessels indicates that the TIE Defender measured just 6.6 meters in length. That's inaccurate.

Requirements

You have to be a pilot, rank level 7 or higher, in order to fly one.

Organizational: Imperial Space Force

TIE Defender TIE/de
Name/Type: TIE Defender
Designer/Manufacturer: Zaarin /Sienar Fleet Systems
Combat Role: Superiority/Medium Assault.
Crew: 1
Length: 9.2 Meters
Speed: 155 MGLT, 1680 km/h
Acceleration: 21 MGLT/s
Maneuverability: 175 DPF
Hyperdrive: x2
Shield Rating: 200 SBD
Hull Rating: 20 RU
Weapons: 4 Laser Cannons, 2 Ion Cannons, Dual Launcher with variable payload up to 8 warheads.
Countermeasures: 1 Beam Weapon Compartment Module

TIE Defender Mk III

The TIE Defender Mk III came into existance to update an aging design, as well as some minimilistic flaws found in the Mk II version. It was also made to be more resistant to capture alive as ions are amply reduced against this fighter. This was to keep the New Republic from attempting to steal more technology from the NIF to reverse engineer it to compete with them on a technological level.

Requirements

You have to be a pilot, rank level 7 or higher, in order to fly one.

Organizational: Imperial Space Force

TIE Defender Mk III (TIE Paladin)
Name/Type: TIE Defender Mk III (TIE Paladin)
Designer/Manufacturer: Tavish McFini / Sienar Fleet Systems
Combat Role: Superiority / Heavy Assault / Multirole
Crew: 1
Length: 9.6 Meters
Speed: 150 MGLT
Acceleration: 20 MGLT/s
Maneuverability: 200 DPF
Hyperdrive: x2
Shield Rating: 200 SBD
Hull Rating: 40 RU
Weapons: 4 Heavy Shadow Works Variable (Turbo)Laser Cannons, 2 fire-linked Shadow Works Ion Cannons, 2 Dual launchers with extended magazines (16 missile capacity per dual launcher, 32 total)
Countermeasures: 1 Beam Weapon Compartment Module, 10 Chaff, 10 Flares, 10 Sensor Decoys
Special: Stardust Overdrive, Class 3 Emp Hardening, 87.5% against ion weapons

V-38 Sentinel

While the rebels classifed the V-38 as an assault starfighter, it also has superiority capability on par with the TIE Avenger or the X-Wing AC4 (Advanced).

Requirements

You have to be a pilot, rank level 6 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: TIE V-38 Sentinel
Designer/Manufacturer: Darth Vader/Sienar Fleet Systems
Combat Role: Superiority / Medium Assault
Crew: 1 + 1 Gunner
Length: 14.3 Meters
Speed: 145 MGLT, 1300 Kph
Acceleration: 22 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: x2
Shield Rating: 50 SBD
Hull Rating: 20 RU
Weapons: 3 Wingtip Heavy Laser Cannons, 1 General Purpose Warhead Launcher.

TIE Phantom

The TIE Phantom was developed from the V-38 Sentinel. It is special in many ways. The advanced lasers has twice standard power, increased refire rate at nominal setting and increased power storage. The weapons are shielded from radiation and ion discharges. It features a special hybridium cloak that can make the fighter invisible from the naked eye and nearly all sensors, but it also renders the pilot and the sensors blind when activated. Auto-sync enables the Phantom to decloak, fire, and recloak automatically, to stay invisible for 99% of operational time.

Requirements

You have to be a pilot, rank level 7 or higher, in order to fly one.

Organizational: Imperial Space Force


Name/Type: V-38 Heavy Assault Fighter / TIE Phantom
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Assault/Surgical Strike.
Crew: 1 + 1 Gunner
Length: 14.3 Meters
Speed: 145 MGLT, 1300 Kph
Acceleration: 22 MGLT/s
Maneuverability: 125 DPF
Hyperdrive: x2
Shield Rating: 50 SBD
Hull Rating: 20 RU
Weapons: 3 Wingtip Heavy Laser Cannons, 1 General Purpose Warhead Launcher.
Special: Hybridium Cloaking Device

TIE Aggressor

The TIE Agreessor is yet another experimental fighter based on the Advanced x1, and it shares many similarities with its predecessor. It was first meant to serve in a multi-role capacity but is only really effective as an assault fighter, a role which it fits admirably with its stronger that normal laser cannons, heavy ordnance and rear defence turret. With more heavy shipping going to the Rebel Alliance, the Aggressor was for a time in service as a raider. One difference from normal Imperial raiding on Rebel shipping at the time was that the Aggressor could work in relatively small groups and strike from bases at long range. It is also effective enough that it doesn't require an additional escort.

Requirements

You have to be a pilot, rank level 5 or higher, in order to fly one.

Organizational: Imperial Space Force,

Specifications:


Name/Type: TIE Aggressor
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Medium Assault
Crew: 2
Length: ~12.5 Meters
Speed: ~100 MGLT, ~1150 km/h
Acceleration: ~13 MGLT/s
Maneuverability: ~85 DPF
Hyperdrive: ~x4
Shield Rating: ~40 SBD
Hull Rating: ~25 RU
Weapons: 2 Heavy Laser Cannons, 1 Dual Launcher (12 warheads est), 1 Rear Dual Laser Turret.

TIE Oppressor

The TIE Oppessor is basically an improved TIE Aggressor with an additional radiator panel. It was meant as the first serious attempt to create a production TIE fighter with enough power and defences to serve in the Imperial Navy's vanguard. Unfortunately, it has far greater mass than a typical TIE fighter but with the same basic engines as previous versions, which lead to a relatively average ship in speed and maneuverability. Still, it features upgraded laser cannons from the previous model, and many heavy missiles which gave it unprecedented firepower for an assault fighter, coupled with strenghtened shields and structure. During its conception in the Galactic War, only a limited cadre of elite pilots were issued the Oppressor on experimental basis.

Requirements

You have to be a pilot, rank level 6 or higher, in order to fly one.

Organizational: Imperial Space Force,

Specifications:


Name/Type: TIE Oppressor
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Heavy Assault
Crew: 1
Length: ~12.5 Meters
Speed: ~95 MGLT, ~1000 km/h
Acceleration: ~13 MGLT/s
Maneuverability: ~50 DPF
Hyperdrive: ~x4
Shield Rating: ~60 SBD
Hull Rating: ~40 RU
Weapons: 2 Front Heavy Laser Cannons, 3 Launchers (~24 warheads).

TIE Experimental 1

The first in a series of experimental TIE fighters designed in a project lead by the later-traitor Grand Admiral Zaarin, finalizing with the highly successful TIE Defender. None of the experimentals ever reached production stage, so they are an extremely rare sight. This one is basically a standard TIE/ln with a light turbolaser added. Like the other experimentals, it was tested running on a droid brain, never receiving a pilot. Another offshoot of this project was the Imperial Beam Weapon Module - an add-on to late production fighters that can hold either a tractor beam, a decoy beam or a jamming beam. The module has its own power source, so some pilots turn it off to divert the extra power elsewhere.

Requirements

You have to be a pilot, rank level 4 or higher, in order to fly one.

Organizational: Imperial Space Force

Specifications:


Name/Type: TIE Experimental 1 (TIE/e1)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: None.
Length: 6.3 Meters
Speed: 104 MGLT (not tested in atmosphere)
Acceleration: 20 MGLT/s
Maneuverability: 91 DPF
Hyperdrive: x2
Shield Rating: 20 SBD
Hull Rating: 11 RU
Weapons: 1 Turbolaser Cannon.

TIE Experimental 2

The second in a series of experimental TIE fighters. This one is also based on the standard TIE/ln, but with two turreted lasers, giving it an exceptional field of fire, which came as a nasty surprise for a group of B-Wings during one of its test flights. It also sports a weak deflector shield, which gives it slightly better survivability.

Requirements

You have to be a pilot, rank level 4 or higher, in order to fly one.

Organizational: Imperial Space Force

Specifications:


Name/Type: TIE Experimental 2 (TIE/e2)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: None.
Length: 6.3 Meters
Speed: 100 MGLT (not tested in atmosphere)
Acceleration: 18 MGLT/s
Maneuverability: 91 DPF
Hyperdrive: ~x2
Shield Rating: 20 SBD
Hull Rating: 10 RU
Weapons: 2 Turreted Light Turbolaser Cannons.

TIE Experimental 3

This third experimental fighter is based on the TIE Interceptor. Its lasers were replaced by two dual rapid-firing laser pods, one on each wing centre. It also has two large missile pods. Early versions did not have shields.

Requirements

You have to be a pilot, rank level 4 or higher, in order to fly one.

Organizational: Imperial Space Force

Specifications:


Name/Type: TIE Experimental 3 (TIE/e3)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: None.
Length: 6.6 Meters
Speed: 102 MGLT (not tested in atmosphere)
Acceleration: 20 MGLT/s
Maneuverability: 100 DPF
Hyperdrive: ~x2
Shield Rating: 30 SBD
Hull Rating: 16 RU
Weapons: 2 Dual Laser Cannons. 2 Missile Pods (16 Concusssion Missiles or 24 Proton Torpedoes).

TIE Experimental 4

The fourth experimental fighter. This one is designed to be a guided long-range space bomb, dangerous to capital ships.

Requirements

You have to be a pilot, rank level 5 or higher, in order to fly one.

Organizational: Imperial Space Force

Specifications:


Name/Type: TIE Experimental 4 (TIE/e4)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Guided Missile
Crew: None.
Length: 8.7 Meters
Speed: 144 MGLT (not tested in atmosphere)
Acceleration: 33 MGLT/s
Maneuverability: 96 DPF
Hyperdrive: x2 (est.)
Shield Rating: 40 SBD
Hull Rating: 38 RU
Weapons: 1 Warhead

TIE Experimental 5

The last experimental fighter in the series. Based on a standard TIE Line Fighter, but with an added rocket booster that gives it exceptional speed. Some versions of this fighter had shields.

Requirements

You have to be a pilot, rank level 4 or higher, in order to fly one.

Organizational: Imperial Space Force

Specifications:


Name/Type: TIE Experimental 5 (TIE/e5)
Designer/Manufacturer: Sienar Fleet Systems
Combat Role: Superiority
Crew: None.
Length: 8.4 Meters
Speed: 133 MGLT (not tested in atmosphere)
Acceleration: 53 MGLT/s
Maneuverability: 85 DPF
Hyperdrive: x2 (est.)
Shield Rating: 20 SBD
Hull Rating: 11 RU
Weapons: 2 Laser Cannons

TIE Shadow

The TIE Shadow has a frame made of synthphrik. It possesses no combat-grade shields but the material used in its construction offers it extreme durability coupled with light mass. As a result, the TIE Shadow can divert all of its modern hypermatter powerplant to speed and firepower, making for a fighter with extraordinary abilities. The intitially developed TIE Shadow was high jacked by Tycho Celchu, and was almost successfully stolen. But the plan was thwarted by three Dark Jedi who... *Classified information*...

Recommendation:

Specifications:

*ORIGINAL DESIGN*
Name/Type: TIE Shadow (TIE/sh)
Designer/Manufacturer: New Imperial Federation
Combat Role: Superiority/Interception
Crew: 1
Length: 7.5 Meters
Speed: 250 MGLT, 1500 Kph
Acceleration: 30 MGLT/s
Maneuverability: 200 DPF
Hyperdrive: x0.5
Shield Rating: Nav Shields only
Hull Rating: 300 RU
Weapons: Three Firelance Fire-Linkable Heavy Ion Cannons, Dual General Purpose Launcher Mk II
Countermeasures: 1 Beam Weapons Compartment Module, 10 Chaff Mines, 10 Flare Missiles (rear-firing)
Special:
  • Artificial Intelligence: Selene-I The Selene model I AI was developed from the NIF slightly older series of Helios series AI which was designed for capital ship use. Selene is capable of independent vehicle operation, although the pilot has the override command (with the exception of certain emergency protocols). The main purpose of Selene is to assist the pilot in flying and controlling the ship. Selene has a multi-target tactical assessment program module fitted with the latest algorithms, upgradeable.
  • EMP Hardening: The phrik alloy naturally gives the TIE Shadow EMP resistance above the norm. This includes a 50% resistance versus ion weaponry.
  • Auto Defuser: The TIE Shadow has an ion hardened automatic de-ionizer which can quickly remove electrical overcharges running through its systems. In extreme cases, an autofuse system will short out to prevent serious damage, and the deionizer removes the rest. While it doesn't make the TIE Shadow invulnerable to ionization or electrical damage, it does give it much higher, enduring resistance against disabling weapons than standard equipment. This device is a prototype which may be implemented on other NIF ships if proven successful. The defuser improves the ion hardening rate of the TIE Shadow to 75% (Class III rate).
  • Maneuvering: The TIE Shadow incorporates the latest in ion stream technology, but also features four computer-assisted maneuvering jets for extreme maneuverability and precision flight.
  • Atmospheric handling is excellent, due to the strong but light aerodynamic frame. For maximum atmospheric speed, the nav shields automatically shapes the craft's air profile.
  • SLAM Booster: Due to the high power array, the SLAM system on the TIE Shadow allows it to double its speed while the Firelance cannons will suffer half recharge rate. SLAM does not run out.
  • Stealth Coating: The Stygium-Triprismatic Polymer Coating offers a stealth rating of 99.8%. It also makes the craft matte black.
  • Hyperdrive: fine-tuned for extreme performance, the Isu-Sim SSP04 hyperdrive is slightly unstable and requires frequent recalibration.
  • Life Support: Although slightly increasing the craft's mass, the TIE Shadow incorporates a life support system in order to extend the ship's operational time.

  • Ejection Seat: The seat has a one-use burst-detonation shield generator which can provide brief but powerful protection for the pilot while maneuvering jets propel it to safety. Even if the ship explodes, the pilot may survive to be rescued. Additionally, the seat has a repulsordrive and intertial compensator (which is part of the ship's systems while the seat remains in the cockpit).
  • Rapid-Cooling Engines: The three ion stream engines utilizes rapid-cooling fuel which minimizes detection range of the exhaust efflux. Unfortunately, this isotope is three times more costly than standard fuel. The stealth rating is 50%, dropping to 25% with SLAM engaged. The TIE Shadow can reach maximum thrust in 8.2 seconds while covering a distance of 532 km starting from zero relative speed. Acceleration time does not decrease with SLAM engaged, because maximum thrust is increased proportionally with the increase in acceleration rate.
  • Sensor Shroud: The shroud offers a efficient short-range sensor booster coupled with an active stealth field, with a rating of 80/40%. The main advantage is that it actually increases ship stealth while using onboard sensors, opposite to the norm.
  • Gravitic Modulator: One of the few effective means to detect high grade stealth ships is gravimetric detectors. The GRAMOD decreases the effectiveness of such detectors. Its inclusion on the TIE Shadow is contested, given that only the NIF possesses more than a handful of effective gravimetric sensors. The GRAMOD may not be included in a production version of the TIE Shadow. The stealth rating is 50%, but only against mass detectors.
  • Total Stealth Rate: 99,98% (50% vs mass detectors). This gives the TIE Shadow a nominal detection range of 0,024 SU at 100 SU sensor range, or about 1000 km. This is easily enough to perform surprise attacks at will, but not enough to avoid being tracked in close combat.
  • Weaponry: The Firelance ion cannons which makes up the craft's main armament is a new model of an old and inefficient design. These ion cannons causes much greater physical damage than normal ion cannons, however not comparable to laser cannons. The result is a weapon inferior to either a laser or an ion cannon, although with properties of both weapons in one. The primary drawback on this type of ion cannons is a low refire rate. The weapon system was however still selected for use in the TIE Shadow in spite of its ineffectiveness because the craft has the rare case of ample power, negating this weakness and giving the Firelance a fire rate comparable to regular fighter-grade laser cannons while at the same time being heavy, with double the firepower per shot. Compared to normal energy weapons, the TIE Shadow's three Firelances equals six ion cannons and six laser cannons.

    While 12 standard cannons would provide almost double the firepower, fitting so many weapons would cause an increase in mass and bulkiness which would lower the craft's performance. A replacement alternative would be to fit three turbolasers, but they would have a lower refire rate which would be suitable for an assault fighter but not a s/i. The effectiveness of the Firelance ion cannons is still undergoing evaluation.

  • Missiles: The Dual General Purpose Launcher Mk II is mostly identical to the Mk I version. The only major difference is that the Mk II features power chargers which are intended for the special Agyar Missile System which the TIE Shadow is a testbed for. The launcher can fire all regular types of warheads that can fit into the GPL, such as concussion missiles and proton torpedoes.
  • Agyar Missile System: The Agyar is an attempt to create a reusable short-range kinetic missile weapons system. The Agyar missile consists of three major parts; engine, intelligence, and sensors. The ion stream engine is powered by a capacitor which is charged by the host craft via the missile launcher. The Agyar is then launched on command and homes in on given targets, guided by the on board AI, Selene-I. The guidance system can be temporarily jammed, in which case the Agyar homes in on its last programmed target, or in absence of a target, it homes in on the largest source of jamming nearby (home-on-jam). It will not target its launch craft. The Agyar has no warhead and does not explode. The nose cone contains two energy weapons, a shield disruptor which gives it increased particle shield penetration, and a plasma torch which burns into the target craft, in addition to kinetic damage delivered by the missile's speed and mass. Before running out of energy, the Agyar returns to dock with the mother craft to recharge (and be fired again). The GPL-MK II can charge and fire eight Agyar missiles which can be active simultaneously.

    The main weaknesses of the Agyar is the need to recharge before launching. It has short run time, but not more so than other missiles. It is susceptible to dedicated jamming, but not more so than other missiles. Since it carries no warhead, it has no area of effect, but it is armor penetrating. Obviously, the Agyar is built to survive high speed kinetic impacts intact, but it is just as vulnerable to damage from the sides or back as a regular missile. How quickly the missiles recharge depends on the number, their energy state, and the power drain on the mother craft.

  • Death Star Defender

    The ATL (Air To Land) Interceptor was modified to the version known as the Death Star Defender which was intended for use as the mainstay short-range fighter aboard the first Death Star, but the Imperial High Command changed the order to Sienar's TIE Line Fighters when production had already started. The DSDs already built came into use mainly as planet-based interceptors in the Outer Rim. The company producing the ATL-I went bankrupt and was never heard of again, but the design concept seems to have survived into the NR Defender. It features a retractable wing "strike foil" configuration which unfolds into attack position to give the fighter better balance. If the wings are not extended, only one laser cannon can fire. The original ATL Interceptor had an optional class 3 hyperdrive. At the time of its conception, it was an unusually fast and maneuverable ship compared to the late Z-95's and R-41s, or even the early X-Wings, but unfortunately it is structurally weak with the main hull being little more than a lightly armoured cockpit.

    Requirements

    Not in use by the NIF.

    Organizational: Imperial Starfighter Corps

    Specifications:

    Name/Type: Deathstar Defender
    Designer/Manufacturer: Unknown
    Combat Role: Interception
    Crew: 1
    Length: 5 Meters (est.)
    Speed: 110 MGLT (90 MGLT with wings unfolded est.)
    Acceleration: 13 MGLT/s (est.)
    Maneuverability: 90 DPF (100 DPF with wings unfolded est.)
    Hyperdrive: None
    Shield Rating: 10 SBD (est.)
    Hull Rating: 7 RU (est.)
    Weapons: 3 Laser Cannons

    TIE Raptor

    Warlord Zsinj poured millions of credits into the development of the Raptor. The original Raptor is a lightly armed droid fighter, but many upgraded versions of the Raptor were quickly developed as its flaws were discovered. It ended in a fairly good fighter with pilot, upgraded firepower, speed, shields and missiles at the time of Zsinj's demise. Zsinj typically deployed his drone fighters along with piloted TIE Interceptors, letting the drones make up for any mistakes the pilots made, rather than the opposite. The Raptor is a unique fighter, consisting of little more than a standard TIE cockpit ball. "Raptor" is a name he also used for both his personal troops - black armoured stormtroopers, and his favourite squadron. It probably comes from the stealthy Y-4 Raptor transport that he used effectively and was impressed with.

    Requirements

    Not in use by the NIF.

    Organizational: Imperial Starfighter Corps

    Specifications:

    Name/Type: TIE Raptor
    Designer/Manufacturer: Warlord Zsinj
    Combat Role: SuperiorityInterception
    Crew: 1
    Length: 2.04 Meters
    Speed: 80 MGLT, 1050 Kph
    Acceleration: 13 MGLT/s (est.)
    Maneuverability: 125 DPF
    Hyperdrive: None
    Shield Rating: 40 SBD (est.)
    Hull Rating: 40 RU (est.)
    Weapons: 4 Laser Cannons, 2 Concussion Missile Launchers (6 Warheads)

    Guard Interceptor

    It is believed that it was the Emperor himself who ordered this model of TIE Interceptor for use exclusively by the Imperial Royal Guard. The easily recognizeable red-hued hull which emulates rebel practice with using customized paints is meant tell the enemy that the pilot is a Royal Guard and inspire dread. It is essentially the same as a regular Interceptor, except that the engines and control panels have been tweaked for state of the art performance. Also, the Guard Interceptor is reinforced with durasteel, making it significantly more robust. The Royal Guard has been noted to rival the Rogue Squadron in elite performance. The Guard version of the Interceptor is fitted with enhanced shield generators, weapons, and a small hyperdrive as standard. The lethal skill of the pilot within is however its greatest asset. Guard Interceptors used to escort the Emperor's ship, and sometimes he boosted their capabilties with the power of the Dark Side.

    Requirements

    You must be a Imperial Royal Guard or Sovereign Protector to fly this.

    Organizational: Imperial Army / Special Forces / Imperial Royal Guard

    Specifications:

    Name/Type: Imperial Royal Guard TIE Interceptor
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Superiority/Interception.
    Crew: 1
    Length: 6.6 Meters
    Speed: ~130 MGLT, 1400 Kph
    Acceleration: ~24 MGLT/s
    Maneuverability: ~150 DPF
    Hyperdrive: ~x2
    Shield Rating: ~50 SBD
    Hull Rating: ~50 RU
    Weapons: 4 Laser Cannons, 1 General Purpose Warhead Launcher
    Countermeasures: ~1 Beam Weapon Compartment Module

    Elegance-class Message Drone

    Before the Holonet was constructed, most planets used message pods for long-range communications, alternatively, spaceships if multiple jumps were required. Even after the Holonet, message drones are sometimes utilized as a backup method of communications, alternatively, as a more secure way to deliver messages since it cannot be intercepted and decrypted by SIGINT.

    The Elegance-class drone carries a beacon which is activated upon reaching its designated target. It also has a fail-safe self-destruct mechanism to prevent capture, powerful enough to destroy just about everything in a 600 m radius. The integrated droid brain ensures that it navigates correctly and delivers its message as intended. Its hyperdrive is only capable of a single jump without refuel, and self-destructs after five jumps. It is unknown whether this was a security measure implemented by Industrial Automation to prevent its use by criminals, or if it's simply the result of using shoddy second hand parts.

    Requirements

    This ship has no pilot. It is used by the Imperial Starfleet, Imperial Army, and ISIS.

    Specifications:

    Name/Type:Elegance-class Message Drone
    Designer/Manufacturer:Industrial Automaton
    Combat Role: Communications Transport
    Crew: 0
    Length: 9 Meters
    Speed: Classified.
    Acceleration: 15 MGLT/s
    Maneuverability: 70 DPF (est.)
    Hyperdrive: ~x0.25
    Shield Rating: None.
    Hull Rating: ~15 RU
    Weapons: None.

    Sith Light Fighter

    Many Force users favour lightly armed, very fast ships over heavier high-end designs. This fighter is essentially a modern recreation of the Sith Fighters used in the Jedi Civil War ca 4000 years ago. Republic Aleph fighters from the same period remained in service for the next 3000 years with continous upgrades. The original ship was maneuverable to the point of instability, and featured many designs of unknown origin which set a standard for much later products, such as strike foils and twin ion engines.

    The ship differs somewhat from the original, sporting a missile launcher and a shield generator but no hyperdrive. A Beam Weapons Module was added in the late design phase, and the ship is prepared for a cloaking device, although the standard model has none.

    Requirements

    Any Dark Jedi may fly it.

    Organizational: Dark Jedi Omega Order

    Specifications:

    *ORIGINAL DESIGN*
    Name/Type: Sith Light Fighter
    Designer/Manufacturer: Vladamir Doomgaze / NIF
    Combat Role: Interceptor
    Crew: 1
    Length: 13 Meters
    Speed: 165 MGLT, 1850 km/h
    Acceleration: 23 MGLT/s
    Maneuverability: 210 DPF
    Hyperdrive: None.
    Shield Rating: 110 SBD
    Hull Rating: 10 RU
    Weapons: 2 Wing Tip SFS L-s9.3 Laser Cannons, 1 Launcher with variable payload (3 Proton Torpedoes or 4 Concussion Missiles)
    Countermeasures: 1 Beam Weapons Compartment Module
    Cargo Space: 0.3 metric tons.

    Sith Scourge

    The Sith Scourge is a secret project, high-end fighter developed in a joint project with Sienar Advanced Projects (classified design subcompany of the SFS). It is loosely based on the Sienar Sith Infiltrator courier. It relies as much on stealth and speed as it does firepower.

    Several innovative, classified designs were used in the creation of the Sourge. The onboard AI is fully sentient and can operate independently of the pilot; the Dark Jedi can give instructions to the ship by remote. A prototype ion energy shield allows the ship to penetrate extended shields at low speed - usually planetary shields, although this procedure is somewhat risky. Unfortunately, the cloaking device, standard deflector shields, and sensors are rendered inoperable while the ion shield is activated, although the weapons still work. The NIF's version of the ship differ somewhat from the Sienar standard.

    Requirements

    The Head of the Omega Order (Lord Roscoe) allows the ship to be used by graduated Dark Jedi.

    Organizational: Dark Jedi Omega Order


    Picture courtesy of Crew of Two.

    Specifications:

    *ORIGINAL DESIGN*
    Name/Type: Sith Scourge
    Designer/Manufacturer: Ace Roscoe / Sienar Fleet Systems / NIF
    Combat Role: Superiority / Medium Assault
    Crew: 1 (1 Co-pilot/gunner optional)
    Length: 7,5 m long, 8,2 m high, 14,38 m wide.
    Speed: 140 MGLT, 1300 km/h
    Acceleration: 21 MGLT/s
    Maneuverability: 150 DPF
    Hyperdrive: x1
    Shield Rating: 200 SBD (4 deflector shields, 2 fore, 2 aft)
    Hull Rating: 50 RU
    Weapons: 4 Retractable, hidden wing SFS L-s9.3 Laser Cannons (Single, Double or Fire-Linked), 1 Dual retractable, hidden chin mounted SFS M-g-2 modified General Purpose Warhead Launcher (16 Warheads). NOTE: the NIF version of the Sourge uses 4 Retractable Shadow Works Heavy Particle Lasers with double capacity powercells and optional supercharge fire mode. This also doubles SLAM Overdrive effective time.
    Countermeasures: 20 Chaff & Flares, 20 Trak-Reflective Burst Mines, EMP hardened electronics. 1 Beam Weapons Compartment Module
    Cargo Space: 0.2 metric tons.
    Standard Equipment: Retractable landing gear, life support System, ejection seat rescue system, low power continuous laser targeting system.
    Special Equipment: Stygium-Triprismatic Stealth Coating, Stygium Cloaking Device, Ion Energy Shield, Ion Engine Baffle Dispersion System, silenced engines, anti-intrusion system, self-destruct device, 1 SLAM overdrive (replaces Beam Weapon Module on the NIF version.), 99.9% passive stealth efficiency, 99.99999% active stealth efficiency (376 m detection range).

    Missile Drone

    Missile drones were developed from probe droids rather than pure starfighter designs. They are quick, nimble, and carries a substantial amount of warheads. Instead of conventional concussion missiles, the missile drones carry small, low-powered short-range missiles in greater quantity than it otherwise could. It can also fire these missiles independently, which enables it to multi-fire a large amount of warheads at once at many different targets. Missile drones are easily destroyed if hit, but just a few of them can fill space with large amounts of dangerous ordnance in short order. A single hit from a micro missile is unlikely to destroy a starfighter, but it is almost impossible to avoid them in numbers. These droids were first put to use at the Battle of Dubrillon in 38 GR.

    Requirements

    This ship has no pilot. It is used by the Imperial Space Force.

    Specifications:

    Name/Type: Missile Drone (aka Missile Droid)
    Designer/Manufacturer: ~Imperial Munitions
    Combat Role: Interception
    Crew: 0
    Length: ~5 Meters
    Speed: ~100 MGLT, ~1200 km/h
    Acceleration: ~20 MGLT/s
    Maneuverability: ~100 DPF
    Hyperdrive: ~None.
    Shield Rating: None.
    Hull Rating: ~10 RU
    Weapons: ~3 Laser Cannons, ~24 Micro Concussion Missiles.

    TIE Training System

    Also known as "bomber trainer", since it is mainly a training craft for TIE Bomber pilots. It is a modified TIE Bomber with a cramped backseat for the instructor. It can serve as a personnel shuttle in a pinch.

    Requirements

    You must be pilot of at least Rank Level 2 or higher in order to fly one.

    Organizational: Imperial Space Force, Imperial Army Pilot Corps


    Name/Type: TIE Training System (TIE/ts)
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Training Craft
    Crew: 1 + 1 (trainer)
    Length: 7.8 Meters
    Speed: 80 MGLT, 850 Kph (est.)
    Acceleration: 13 MGLT/s (est.)
    Maneuverability: 75 DPF
    Hyperdrive: None
    Shield Rating: None
    Hull Rating: 50 RU
    Weapons: 2 Laser Cannons, 1 Dual Concussion Missile Launchers (8 warheads), 1 Dual Proton Torpedo Launcher (8 warheads), 1 Bomb Launcher (8 Proton Bombs, 6 Orbital Mines, 64 Thermal Detonators, 4 Space Bombs or 8 Heavy Rockets)

    TIE Bomber Mk II

    TIE Bombers are one of the most underestimated ships in the Galaxy. It is true that they are easy prey for most interceptors, although a skilled pilot may find that the TIE Bomber's ability to soak damage makes it a safe ship to fly. They have, however, a fearsome arsenal of weapons that makes wolfpacks of TIE Bombers able to easily disable or destroy frigates and light cruisers, should their attack runs be successful. In addition, good army commanders have found that the TIE Bombers ability to dive-bomb and strike with such precision that one house can be flattened while another is left unharmed is a very vaulable addition. Its varied armament makes it useful in almost any ground operation.

    If the TIE Bomber has any flaws, it is that the base model has no shields and flies like a brick in atmosphere. This craft is the Mark II version that was proposed by Captain Tomax Bren. It is slightly faster, with much improved armour and have shields for added protection. This model never came into mass production since Bren was killed and the TIE Bomber was already superceded by the newer Scimitar.

    Requirements

    Not in service, pending approval for use once Blueprints are found.

    Organizational: Imperial Space Force


    Name/Type: TIE Bomber Mk II (T/sa)
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Medium Bomber
    Crew: 1 + 1 (optional ordnance specialist)
    Length: 7.8 Meters
    Speed: 80 MGLT, 850 Kph (1000 Kph dive-bombing)
    Acceleration: 13 MGLT/s
    Maneuverability: 75 DPF
    Hyperdrive: x1
    Shield Rating: 40 SBD
    Hull Rating: 100 RU
    Weapons: 2 Laser Cannons, Dual Launcher (8 Missiles or 8 Torpedoes or 8 Heavy Rockets), 1 Bomb Launcher (8 Proton Bombs or 6 Orbital Mines or 64 Thermal Detonators or 4 Space Bombs or 8 Heavy Rockets), 1 EMP interference generator
    Modifications: 8 extra CM or 4 extra PT/HR warheads

    TIE Torpedo Bomber

    The TIE/tb is designed exclusively to carry a heavy load of torpedoes. It is easily recognized by its unique solar panel configuration. The double-hull of the TIE Bomber was replaced with a single pilot cockpit pod mounted under the large solar panel and torpedo bay. Although an effective heavy assault craft, it was never manufactured in large numbers since it worked just as well to put a full torpedo load on a standard TIE Bomber. The TIE/tb has excellent atmospheric qualities and sports a deflector shield but is more costly and takes more maintenance than a standard bomber. It did get a bit of a comeback after the Battle of Endor since more advanced fighters came into demand, but at the same time, most of its production base was lost.

    Requirements

    You have to be a pilot, rank level 2 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: TIE Torpedo Bomber (TIE/tb)
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Heavy Assault
    Crew: 1
    Length: 10.2 Meters
    Speed: 90 MGLT, 1000 Kph
    Acceleration: 13 MGLT/s (est.)
    Maneuverability: 75 DPF (est.)
    Hyperdrive: x1
    Shield Rating: 100 SBD (est.)
    Hull Rating: 40 RU (est.)
    Weapons: 2 Laser Cannons, 2 Torpedo Launchers (20 warheads)

    TIE Heavy Bomber

    When the TIE Bomber proved inadequte for space combat, several new types were developed. The Heavy Bomber simply takes the basic TIE Bomber and adds another weapon pod, doubling the payload. Engines were upgraded to compensate for the larger mass. Since the TIE/hbm was only a step on the way towards developing a new generation bomber for the navy, continuing with the Interdictor and ending with the Scimitar, it is quite rare to encounter.

    Requirements

    You have to be a pilot, rank level 3 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: TIE Heavy Bomber (TIE/tb)
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Heavy Bomber
    Crew: 1
    Length: 7.8 Meters
    Speed: 80 MGLT, 850 Kph (est.)
    Acceleration: 13 MGLT/s (est.)
    Maneuverability: 75 DPF (est.)
    Hyperdrive: None
    Shield Rating: None
    Hull Rating: 50 RU
    Weapons: 2 Laser Cannons, 2 Dual Concussion Missile Launchers (16 warheads), 2 Dual Proton Torpedo Launcher (16 warheads), 1 Bomb Launcher (16 Proton Bombs, 12 Orbital Mines, 128 Thermal Detonators, 8 Space Bombs or 16 Heavy Rockets)

    TIE Interdictor

    The design line of the TIE Bomber culminated with the Interdictor. It carries a huge array of weapons, making it the heaviest starbomber ever devised, worth 4 regular bombers in terms for firepower. Despite this, they are rarely used, since it is an unshielded craft which makes it an unpopular choice for pilots when the newer, faster and more manueuverable Scimitar is available. However, it is a heavily armoured craft that can take scattered laser hits without suffering any damage, and it is unbeatable in putting major hurt on an enemy.

    Requirements

    You have to be a pilot, rank level 1 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: TIE Interdictor (T/int)
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Heavy Bomber
    Crew: 1
    Length: 7.8 Meters
    Speed: 80 MGLT, 850 Kph (est.)
    Acceleration: 13 MGLT/s (est.)
    Maneuverability: 75 DPF (est.)
    Hyperdrive: None
    Shield Rating: None
    Hull Rating: 70 RU
    Weapons: 2 Laser Cannons, 4 Dual Launchers (8 Concussion Missiles, Proton Torpedoes or Heavy Rockets each), 2 Bomb Launchers (32 Proton Bombs or 24 Orbital Mines or 256 Thermal Detonators or 16 Space Bombs or 32 Heavy Rockets)
    Modifications: 32 extra CM or 16 extra PT/HR warheads

    Scimitar Assault Bomber

    One of the first new starfighters commissioned by Grand Admiral Thrawn, the Scimitar was developed by Captain Tomax Bren. It had the maneuverability of the TIE Interceptor or the X-Wing, the armament of a TIE bomber, and the ability to fly in atmosphere. It was a dedicated bomber designed with the help of the Scimitar Assault Wing, from which it obtained its name. It had a long, central tube for a hull, and was the first TIE-like craft to be a two-man ship. The pilot and bomber sat in the forward section of the hull, which could be jettisoned in emergencies. This forward section was situated in front of the wings, providing enhanced visibility over most TIE designs. The middle section of the hull contained the power generators, sensors, and targetting computers. The rear section contained the bomb bays and engine. The Scimitar was different from the TIE Bomber in that it had only a single ion engine - paired with two interlocked repuslorlift engines - to propel it, and consequently lack the TIE prefix. It was armed with two racks of eight concussion missiles and two laser cannons. Proton grenades and free-falling thermal detonators can also be carried for deployment via the bomb bays. The Scimitar bomber has been rated at speeds of 850 kilometers per hour in atmospheric conditions. By introducing thrust from the repulsorlift engines, speeds of 1,000 kilometers per hour can be sustained during bombing runs. Later versions improve this to 1,150 km/h cruising and 1,250 km/h dive-bombing. The Scimitar was protected by additional hull plating and the introduction of shields. It was manufactured by Seinar Fleet Systems for several years after Thrawn's death, but it was eventually phased out of production. (Ref: Sources claim 13.8 or 12.6 m, but actual scaling gives 8m).

    Requirements

    You have to be a pilot, rank level 1 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: Scimitar Assault Bomber
    Designer/Manufacturer: Cygnus Spaceworks
    Combat Role: Assault Bomber
    Crew: 2
    Length: 8 Meters
    Speed: 80 MGLT, 850 Kph (1000 Kph dive-bombing)
    Acceleration: 20 MGLT/s
    Maneuverability: 90 DPF
    Hyperdrive: x2
    Shield Rating: 120 SBD
    Hull Rating: 20 RU
    Weapons: 2 Laser Cannons, Dual Launcher with 16 Advanced Concussion Missiles, 8 Downward-Facing Missile Launchers, 1 Bomb Launcher with variable payload

    Scimitar Assault Bomber Mk II

    This second generation of the Scimitar Assault Bomber was released shortly after the death and defeat of Grand Admiral Thrawn. It has improved repulsorlift and ion engines, compared to the original Scimitar bombers. This allowed for cruising speeds of 1,150 kilometers and hour, and bombing-run speeds of 1,250 kilometers an hour. Weapons and hull protection consistent with the original design.

    Requirements

    You have to be a pilot, rank level 5 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: Scimitar Assault Bomber Mk II
    Designer/Manufacturer: Cygnus Spaceworks
    Combat Role: Assault Bomber
    Crew: 2
    Length: 8 Meters
    Speed: 125 MGLT, 1,150 Kph (1,250 Kph dive-bombing)
    Acceleration: 20 MGLT/s
    Maneuverability: 90 DPF
    Hyperdrive: x2
    Shield Rating: 120 SBD
    Hull Rating: 20 RU
    Weapons: 2 Laser Cannons, Dual Launcher with 16 Advanced Concussion Missiles, 8 Downward-Facing Missile Launchers, 1 Bomb Launcher with variable payload

    EE B-10 Spectre Bomber

    Most (if not all) bombers and assault fighter-bombers carry enough payload to fight for the entire duration of a battle without needing to rearm. The Spectre Bomber relies on three things: Speed, a very narrow frontal profile and the ability to unleash it's entire payload in one or two passes of an enemy target. 4 powerful engines will provide the necessary thrust for a top speed to allow the craft to outrun interceptors. The narrow frontal profile will make the bomber harder to hit. 8 dual-launchers will enable the bomber to unload a large volume of explosives on an enemy ship comparable to the number that would be unleashed by slower bombers with fewer launchers as they have more time to load a new missile into their launcher before either passing the target or being forced to veer away.

    The Spectre bomber will deploy from the carrier (or drop out of hyperspace) and sensors and a navicomputer will work with the targeters to identify a target enemy vessel. The course of the Bomber will be changed as necessary to compensate and the pilot will use the bomber's overwhelming speed to close with the target quickly while putting all it's shields full forward to help protect it from the inevitable flack it is bound to receive. As the Spetre closes with the enemy ship, the pilot will fire all the launchers at once, unleashing a total volley of 32 warheads plus 2 capital grade warheads that will strike the target in close to the same spot. The pilot will then activate the SLAM Booster and shift his shields to either full aft or a more even spacing and soar past the ship (either over, under, or by the sides) at an even higher acceleration. Once beyond the ship and its ability to continue firing at the bomber, the bomber will then, if necessary, make a second pass against what is bound to be a very crippled ship, unleashing the second set of 32 warheads to finish the job where it can then return to the carrier for rearming and refueling (or repairs).

    Against ground targets, the same idea will apply, the use of overwhelming speed to help avoid enemy missiles and AA while delivering it's deadly payload.


    Requirements

    You have to be a pilot, rank level 7 or higher, in order to fly one.

    Organizational: Imperial Space Force,

    Specifications:


    Name/Type: EE B-10 Spectre Bomber
    Designer/Manufacturer: Luciana Endivain/Endivain Engineering
    Combat Role: High-Speed Tactical Assault Bomber
    Crew: 2 (1 pilot, 1 bombardier)
    Length: 17 Meters
    Speed: 150 MGLT, 2000 Kph (200 MGLT with Stardust)
    Acceleration: 20 MGLT/s (40 MGLT/s with Stardust)
    Maneuverability: 90 DPF (110 DPF in atmosphere)
    Hyperdrive: x1
    Shield Rating: 100 SBD + 100 SBD backup
    Hull Rating: 40 RU
    Weapons: 2 Pod Mounted Weapon Hardpoints (2 Capital Grade bombs or missiles), 4 Rotating Quad-GPMDs (each launcher carrying either 8 missiles, torpedoes, heavy rockets, bombs or other ordinance for a total of up to 64 warheads), 2 Turbocharged Heavy Laser cannons. 1 ventral dual laser turret (class 2, cannot cover dorsal arc)
    Countermeasures: 20 Chaff & Flares, Beam Weapon Module
    Special: Stardust Overdrive, Stealth Armour, Class 1 Emp Hardening, Contour Sensor Tracking Device, Life-Support, Scramjet
    Cost: 280,000 Cr

    T-120 C-Wing

    Incom and Slayn & Korpil teamed up in a new subcompany to develop a new Fighter/Interceptor code named the C-Wing by Imperial Intelligence. It is a high performance fighter, combining the best qualities of the X-wing and the B-wing into a design very similar to the A-wing. It is extremely fast and sports an even tougher hull than the B-Wing. It easily outperforms an Interceptor and could possibly challenge the TIE Defender. It could easily carry more arms if not for the high power drain from the 4 fusial thrust engines. What it carries is still sufficient for it to perform successfully in its intended heavy assault role. The prototype was captured from the Incom main plant by Lord Darth Vader, and all records and plans were destroyed in the process, so the Rebel Alliance never got a chance to use this ship or improve its power usage. The Empire never produced any C-Wings due to the cost, and the fact that they already had an advantage with the TIE Advanced and Defender starfighters. Only one squadron was ever instated in NIF service and the program was terminated by at the time Deputy Director of Flight Operations Viktor Zukov. For the size and merits the vessel performed with, it was deemed unwieldy even with skilled pilots.

    Requirements

    You have to be a pilot, rank level 7 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: T-120 C-Wing
    Designer/Manufacturer: Incom-Verpine
    Combat Role: Multi-role
    Crew: 1 + 1
    Length: 17 Meters
    Speed: 250 MGLT, 1,300 Kph (est.)
    Acceleration: 21 MGLT/s (est.)
    Maneuverability: 125 DPF (est.)
    Hyperdrive: x1
    Shield Rating: 125 SBD (est.)
    Hull Rating: 150 RU (est.)
    Weapons: 4 Light Laser Cannons, 2 Heavy Laser Cannons, 2 Light Ion Cannons, 1 Missile/Torpedo Launcher (20 Concussion Missiles or 15 Proton Torpedoes)

    MRX-BR Pacifier

    The MRX-BR Pacifier is the Galactic Empire's scout vehicle of choice. It is designed to act as either as a high-tech contact vessel or as a powerful assault vessel, successful in both roles. The Empire employed this craft to seek out new worlds and if necessary deliver a evastating strike to them. Though it normally holds three gunners, powerful and computer controlled weapons enables the craft to inflict maximum destruction with minimal effort with a single pilot. The Pacifier was equipped with some of the most powerful sensor arrays built in its era. Its sensors were capable of counting the number of leaves on a particular tree from orbit. The Mining Guild uses them patrol ships. The New Republic considers this craft too provocative for encounters with frightened primitives and discontinued use of it, which means the ship is available on the civilian market, where it is often used by pirates and bounty hunters. Standard price: 170 KCR.

    Requirements

    Not in serive in the NIF.

    Organizational: Imperial Space Force


    Name/Type: MRX-BR Pacifier Combat/Contact Vessel
    Designer/Manufacturer: Sydon Vehicle Works
    Combat Role: Heavy Assault
    Crew: 1 + 3 Gunners
    Length: 25 Meters
    Speed: 70 MGLT, 1,200 Kph
    Acceleration: 11 MGLT/s (est.)
    Maneuverability: 50 DPF (est.)
    Hyperdrive: x1 (x8 Backup)
    Shield Rating: 125 SBD (est.)
    Hull Rating: 30 RU (est.)
    Weapons: 3 Turreted Laser Cannons, 2 Forward Proton Torpedo Launchers
    Cargo Space: 20 metric Tons

    Preybird

    The Preybird came into existance at the time of the Battle of Yavin, but due to disputes over the weapons systems, the project went substantially over budget and was soon discontinued.The Preybird is in common use by pirates and bounty hunters. This design is favoured also by mercenaries and anyone else who might favour the swooping, intimidating lines of this fighter. It has also lately come into the use by the Imperial Remnant.

    Requirements

    You have to be a pilot, rank level 2 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: Preybird-class Starfighter
    Designer/Manufacturer: SoroSuub Corporation
    Combat Role: Assault
    Crew: 2
    Length: 21 Meters
    Speed: 100 MGLT, 1,050 Kph
    Acceleration: 13 MGLT/s
    Maneuverability: 86 DPF
    Hyperdrive: x3
    Shield Rating: 46 SBD
    Hull Rating: 18 RU
    Weapons: 2 Wing-Tipped Laser Cannons, 2 Concussion Missile Launchers (4 warheads each)
    Countermeasures: None standard (chaff/flares can be fitted)

    GAT-12m Skipray Blastboat

    The Skipray Blastboat was primarily designed for use by the Imperial Navy and it was early in the war one of the smallest hyperspace-capable starship in use by the Imperial Starfleet. Its high power output caused it to be registerd with some planetary governments as a capital ship in itself. At this time, a hyperspace capable heavy assault ship was not in line with Imperial policy, and as a result the Skipray was only used in small numbers.

    This caused the majority of Skiprays to be sold on the open market, where it gained most of its fame. The most common model is the GAT-12h, with several other versions being manufactured, including the GAT-12g which replaced the concussion missile tube with a tractor beam, the GAT-12j, which more evenly distributed gunnery duties over the GAT-12h, and the GAT-12m (exlusively sold to the Empire) which had better realspace and hyperspace performance, and thus was used as an interceptor and courier, and the GAT-12p which had an upgraded sensor suite. The ship is highly suited to atmospheric operations with its sleek profile and aft rotating stabilizer fin.

    Requirements

    You have to be a pilot, rank level 6 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: GAT-12m Skipray Blastboat
    Designer/Manufacturer: Sienar Fleet Systems
    Combat Role: Heavy Assault/Escort
    Crew: 2 + 2 Gunners
    Length: 25 Meters
    Speed: 110 MGLT, 1,200 Kph
    Acceleration: 21 MGLT/s
    Maneuverability: 64 DPF
    Hyperdrive: x2
    Shield Rating: 102 SBD
    Hull Rating: 61 RU
    Weapons: 1 Top-Turreted Senko Systems 5000x2 "Tru-Lok" Dual Laser Cannons, 1 Nose-Mounted Mendarn Arms Dar-2 Medium Ion Cannon, 2 Fin-Tip Mounted Mendarn Arms Dar-2 Medium Ion Cannons, 1 Proton Torpedo Launcher (12 warheads), 1 Concussion Missile Launcher (18 warheads)
    Special: Life Support

    A-9 Vigilance Interceptor

    The A-9 was designed as a replacement for the aging TIE Interceptor. It came into service during the Reborn Emperor's rule although it was designed before the Battle of Endor. It is a very fast, manueverable craft, with all excess equipment cut out from it for maximum performance. It has no life support, shield generator or ejection seat, forcing the pilot to rely on skill and agility to survive. It also performs very well in atmospheres. For armament it has "only" a dual laser cannon, but this cannon is a 150-degree swivelling, very powerful weapon with a fire-linking mode. Field modifications allow it to also pivot the guns 90 degrees downward for ground strafing, and target with both lasers independantly, practically turning it into a gun turret. One can trace the minimalistic design lineage from earlier KDY designs from the Clone Wars, such as the "microfighters" Delta-7 and Eta-2, which were both designed by KDY but sold to Sienar.

    The main manufacturing planet defected to the New Republic, which also caused the A-9 to be used by the NR. Although the craft was also successful with NR pilots, most of them preferred A-Wings and the A-9 is a rare sigth in NR use. Since the NR then knew about the ship and were ready to handle it, these both events together made the A-9 largely considered a failure, though it continues service in the Imperial Remnant. Rumours has it that KDY is designing a new version of the A-9 without the flaws of the original.

    Requirements

    You have to be a pilot, rank level 3 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: A-9 Vigilance Interceptor
    Designer/Manufacturer: Kuat Drive Yards
    Combat Role: Interceptor
    Crew: 1
    Length: 7.4 Meters
    Speed: 120 MGLT, 1,300 Kph
    Acceleration: 22 MGLT/s
    Maneuverability: 150 DPF
    Hyperdrive: None
    Shield Rating: None
    Hull Rating: 61 RU
    Weapons: 2 Heavy Laser Cannons

    V-Wing

    The V-Wing was a prominent starfighter in the late part of the Clone Wars, and they later served as some of the first fighters in the Galactic Empire. It features large, rotating radiator panels, the "wings" which gives it its nickname. They fold up before landing and prevents overheating. The V-Wing is an agile craft with rapid snap-fire lasers, although the weapons are somewhat underpowered. V-Wings have shields, but not typically hyperdrives, though some models were fitted with them. *Running on ion engines, maximum airspeed is 52000 kph.

    Requirements

    You have to be a pilot, rank level 1 or higher, in order to fly one.

    Organizational: Imperial Space Force


    Name/Type: Alpha-3 Nimbus-class "V-wing" Starfighter
    Designer/Manufacturer: Kuat Systems Engineering
    Combat Role: Interceptor
    Crew: 1 + 1 Q-7 Astromech
    Length: 7.9 Meters
    Speed: 100 MGLT (est.), 1,450 Kph
    Acceleration: 15 MGLT/s
    Maneuverability: 70 DPF (est.)
    Hyperdrive: None
    Shield Rating: 50 SBD
    Hull Rating: 20 RU
    Weapons: 2 Swiveling Twin Laser Cannons