TIE Fighter
 
 
 
Name/Model# : TIE Fighter (TIE/ln Fighter OR TIE/Ln Fighter) [Twin Ion Engine Fighter]
Designer/Manufacturer : Sienar Fleet Systems
Combat Designation : Space Superiority Fighter
Scale : Starfighter
Length : 6.3 Metres
Width : 6.4 Metres
Height : 7.5 Metres
Skill : Starfighter piloting: TIE
Crew Skill : Starfighter piloting 4D+1 and starship gunnery 4D
Crew : 1 Pilot
Cost of Fighter : NEW 60,000 Credits USED 25,000 Credits
Nav Computer : None
Navigation System : SFS N-s6 Navcon Computer System
Flight Control System : SFS F-s3.2 Flight Avionics System
Power System : SFS I-a2b Solar Ionization Reactor
Propulsion System : SFS P-s4 Twin Ion Engines (Rated at 150 KTU)
Manoeuvring System :
2 SFS P-w401 Ion Manoeuvring Jets (Fed by Twin Ion Engine Array)
OR
2 SFS P-w702 Ion Manoeuvring Jets (Features increased capability, allowing better performance in tight spaces - TIE Fighters from Scythe Squadron were upgraded with these)
Acceleration : 20 MGLT per second
Sublight Speed : 100 MGLT (WEG=10 Space Units)
Hyperdrive : None
Hyperdrive Rating : None
Atmospheric Speed : 1,200 kph (WEG=415)
Manoeuvrability : 100 DPF (WEG=2D) [With the SFS P-w401s]
Cargo Space : 0.25 Cubic Metres
Cargo Capacity : 65 kg
Consumables : 2 Days
Pilot Support Systems : Life Support No / Ejection System No. (NOTE: TIE Fighters can be fitted with a Guidenhauser Ejection System with no loss of performance)
Targeting Computer : SFS T-s8 Targeting Computer [According to The Completely Unofficial Star Wars Encyclopedia]
Weapons :
2 Chin Mounted SFS L-s1 Laser Cannons (Single or Fire-Linked)
Fire Control: 2D
Space Range: 1-3/12/25 Space Units
Atmospheric Range: 100 metres-300 metres/1.2 km/2.5 km
Damage: 5D
OR

2 Chin Mounted SFS L-s1 Laser Cannons (Single or Fire-Linked)
Fire Control: 2D
Space Range: 1-3/12/25 Space Units
Atmospheric Range: 100 metres-300 metres/1.2 km/2.5 km
Damage: 5D

2 Concussion Missile Launchers (2 Missiles each)
[Field Modification (Used many times). TIE Fighters can also carry 4 Advanced Concussion Missiles, instead of ordinary Concussion Missiles. TIE Fighters can be further modified to hold 8 Concussion Missiles]
NOTE: That added weapons do not affect performance of the TIE Fighter

OR
2 Chin Mounted SFS L-s7.2 Laser Cannons
NOTE: These SFS standard weapons featured coolant modifications which solved the overheating issue with the L-s1 Cannons.
OR
2 Chin Mounted Light Ion Cannons
Beam Weapon : Cannot equip
Countermeasures : No Chaff Bursts or No Flares
Communications : Subspace AE-35 Transceiver
Sensor Systems : 2 Fabritech Sensor Arrays (Located on either side of the main viewport)
SFS S-c3.8 Multi-Range TAG (TAG = Threat Analysis Grid?)
[NOTE: TIE Fighter maintains forward-mounted short-range binocular sensor system for target lock readings. Also maintains standard long-range sensors, in a phased tachyon detection array.]
Sensors : Passive : 20 Space Units/0D
Scan : 40 Space Units/1D
Search : 60 Space Units/2D
Focus : 3 Space Units/3D
Jamming System : Yes - Model is unknown.
Shields/Hull : No Shields. Titanium Hull with Quadanium Steel Armoured Solar Panels. The main viewport is constructed out of Transparisteel.
NOTE: That Admiral Zaarin was able to find a way to equip his TIE Fighters with shields (and 2 concussion missiles launchers) without affecting the performance of the fighters.
Shields/Hull Rating : Shields None. Hull 15 RU (WEG=Hull 2D)
Special Abilities : Come equipped with recording rods (flight recorder). Can be equipped with a command system capable of coordinating an entire wing of TIE Fighters - TIE Fighter Shadow 3 is an example. Cannons can be upgraded to allow TIE Fighter to destroy small asteroids. Can be specially adapted for atmospheric engagements and/or be outfitted high-output solar panels to support improved weaponry - Obsidian Squadon is an example.

 

    The TIE Fighter is one of the most manoeuvrable and frighteningly effective starfighters ever manufactured. It is the most ubiquitous symbol of Imperial power. As few space pilots ever encounter a Star Destroyer, the ubiquitous TIE Fighter symbolizes the true might of the Empire as it is encountered everywhere. They are an ever-present reminder of the Empire's power. The TIE/ln features many improvements over its predecessors used in the Old Republic and early Imperial Navies as it is the third generation of TIE Fighter. They are the workbeast of Imperial fighters, the TIE/ln is now the standard Imperial Navy fighter in service and thus forms the backbone of Imperial starfighter forces. In short, the TIE Fighter filled the need for a deep-space starfighter that was inexpensive, quick to manufacture and was relatively powerful, especially in large numbers.

    To achieve its vaunted performance, the TIE design dispensed with features that would add (performance robbing) mass to this modern short range fighter. Thick armour plating, shields, ejection systems, secondary weapons or drive systems, and onboard life support systems were excluded from the TIE Fighter's design. It must be noted however, that some TIE Fighters have been equipped with ejection seats, such as those TIE Fighters assigned to Admiral Giel's armada. When ejecting, the ingress/egress hatch blows off and the pilot ejects. From this point (in the atmosphere), the seat deploys a parachute to initiate a soft landing. Costly hyperdrives which possess considerable mass were also excluded from the design.

    Launch and receiving support systems devised for the TIE render the deadweight brought on by landing gear obsolete. Racks and gantries line hangers hold the TIEs. Powerful tractor beam generators catapult TIE Fighters into space, allowing them to quickly scramble to engage enemy threats. Upon flight completion, tractor beams guide the returning fighter into their racks. Massive power generators and numerous batteries spread throughout the fighter account for most of its mass. As a result of their lack of hyperdrives and landing gear, TIEs always return to their launch points for landing, thereby making the design virtually invulnerable to theft. Since the TIE Fighter lacks life support systems, pilots operating this fighter must wear fully sealed flight suits with self-contained atmosphere converters.

    In combat, the TIE Fighter presents a small target profile both front and back and its incredible manoeuvrability make it difficult to hit. The hexagonal solar array panels serve to conceal the fighter's cockpit module from enemy weapons fire and damage scan analysis. When the fighter's sensors are jammed, a unique rear viewport allows the pilot to see what is behind him. It matches well against the X-Wing and shows some superiority to the older Y-Wing. Furthermore, these fighters execute sophisticated tactics to capitalize on the X-Wing's and Y-Wing's weaknesses. Officially, Imperial TIE pilots compensate for the lack of defector shields with ingenious evasions and rapid course changes. In practice however, TIE pilots are forced to compensate with sheer numbers, shooting first and accepting high losses.

    In battle, TIE Fighters often must refuel after the first few hours of combat, even though under optimal conditions they maintain enough supplies to operate for two days. Ever since the TIE/ln became the standard starfighter for Imperial forces, before the introduction of the X-Wing to the Rebellion the average Rebel losses during their retreats had grown dramatically, therefore causing costly defeats for the Rebellion. The Rebels could expect to lose 60 to 70 percent of their starfighters and at least 30 percent of their transports during their retreats from the might of the TIE/ln.

    TIE Fighters serve a variety of combat roles. They are employed to escort fleets, are frequently assigned to convoy duty, provide planetary and warship defence, barrier and point perimeter defence, provide reconnaissance, patrol disputed space, support ground troops, and conduct hunter/destroyer missions. Included in their mission profile is the escorting of TIE Bombers attacking planetary facilities. Against ground targets, the TIE/ln is tremendously effective and is typically employed against infantry, armour, and artillery positions. In battle, an Imperial warship can arrive near an enemy vessel and deploy all of its TIEs before the enemy's gunners have time to react.

    Imperial and Sienar Fleet Systems data on the number of TIE Fighters produced to date is top secret. However, by simple calculation, it is estimated that there is a minimum of 4.6 million slots that exist for TIE Fighters, spread among Star Destroyers, other Imperial warships, garrisons, and defence stations. The TIE Fighter is, by most estimates, the most common starfighter ever produced. They are inexpensive to manufacture, hence their large numbers. Production of TIE Fighters has recently been reduced as resources have been diverted to the Death Star program. TIE Fighter losses are deemed inconsequential as long as military objectives are achieved. It has been said for every TIE Fighter shot down, a thousand more will rise up. In many cases, the Imperial Navy retrofits improvements to older TIEs, replacing equipment with updated versions. TIE Fighters are stationed onboard even the smallest Imperial warships and are present at starports and garrison bases across the galaxy.

    Control of the TIE Fighter is achieved through the use of hand and foot yokes. The foot-control yokes control speed and manoeuvring. While the hand-control yoke controls precise manoeuvring, targeting, navigation, and fire control. Also located on the hand-control yoke are the auxiliary speed and manoeuvre controls, however attempting both flight and fire control through that yoke is an incredibly difficult task indeed. Some military strategists claim that the TIE Fighter is too responsive to piloting adjustments. Novice TIE Fighter pilots can easily lose control of their fighter during complex manoeuvres, which results in sending the combat craft hurtling through space. Inexperienced pilots often find it difficult to use the hand-yoke controls to simultaneously manoeuvre and fire. TIE veterans, however, eventually learn to push the fighter to its limits. The TIE pilot is strapped into a simple high-gee shock couch and is protected by crash webbing and a crude repulsorlift antigravity field. In keeping with the lethal minimalist philosophy of the TIE design, the pilot employs a large forward viewport for the tracking of targets. The TIE Fighter cockpit is spartan yet elegant in its simplicity.

    Since the TIE Fighter's components are so crammed together into its tiny hull, they are difficult to access for testing, repair and maintenance. As a result, at the infrequent times that maintenance is needed, a TIE can be out of action for days or weeks. On a lighter note, most of the onboard systems are standard Imperial issue, so spare parts are readily available. The TIE Fighter's vaunted speed and manoeuvrability is achieved by its unique propulsion system. The twin ion engine design produces high thrust with relatively low mass and features no moving parts and no high temperature components. Thus, they require much less maintenance than most starfighters. Ionized gasses are excited to a substantial fraction of lightspeed in microparticle accelerators. The quick moving particles are emitted from the rear vents, propelling the fighter. These ion particles can be directed in almost any direction, which gives this fighter its superb manoeuvrability. However, reverse thrusting to break speed or come to a 180-degree, full-thrust stop is not advisable as severe structural damage to the support pylons may result. In short, TIE Fighters are capable of almost instantaneous manoeuvres, but are slow to come to a dead stop.

    The TIE Fighter's ion engines require only a tiny sum of fuel, minimizing the fighter's mass/inertia quotient to the point that it can make high-speed course changes that are simply not possible for other fighters. The ion engines do not require the large and heavy systems typical of engines as traditional fusial thrust turbines. It is only fitting that the impressive TIE Fighter engines are the most precisely manufactured propulsion system in the galaxy. High-pressure radioactive gas fuels the TIE Fighter's operation. The refueling port is located below the laser cannons. Large solar panels are employed to collect and covert etheric light into phased electrical energy. This ion power is accelerated in the solar ionization reactor to hypercharge the fighter's ion engines, burning the heavily pressurized radioactive gases at extremely high efficiency. It must be noted that heat exchange matrixes line the insides of the solar panels, and that the TIE Fighter is structurally capable of sitting on its wings.

    Originally, the laser cannons drew power from the ion engines. However, this reduced manoeuvrability in heavy combat when the laser cannons were constantly fired. This dilemma was solved by installing a separate power generator for the laser cannons (located in the undercarriage of the pod), which increased the range and firepower of the weapons. The TIE Fighter's energy management system allows its pilot to transfer all power from engines to weapons at a moment's notice. Unlike other starfighters, the TIE Fighter can aim its lasers independently of ship's guidance, making it difficult for a target under pursuit to escape destruction. Like the P-s4 Twin Ion Engines, the L-s1 Laser Cannons offer high performance with minimal equipment mass. More so, the L-s1s consume far less space and require no heat dissipation system when compared to traditional starfighter weapons, however the Ls-1s are able to match them in destructive capability.

    Unfortunately, TIE/lns are not in the exclusive service of the Empire as the Rebels have manage to capture a few of them. A rebel, Admiral Krane used these captured fighters to train Rebel pilots in the operation of TIE Fighters. An unknown number of young Rebels have been killed during his live training missions which involve piloting a TIE Fighter through rocky trenches and canyons on an unknown planet. Rebel slang referred to TIE Fighters as "eyeballs".

*After Endor* Nearly ten years after the Battle of Endor, captured TIE Fighters which were retrofitted with shields were a common sight in New Republic hangers.

 
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Sources: TIE (Battle 1 Mission 2), (Battle 3 Mission 3), (Battle 9 Mission 1) / XvsT (Craft Database), (Quick Strike: Hit and Fade on Elliirad Platform) / RAII (Chapter 7 - TIE Training) / TIE-SC***Pg 70, 72, 73 / TIE-SG (Disk Version and Collector's Ed)***Pg 18 / XW (Tech Room) / SESWTSB***Pg 124-126 / EGVV***Pg 180, 181 / RPG2E***Pg 117 / AJ7***Pg 27 / CRO***Pg 14, 15 / TJ***Pg 92, 93 / ISB***Pg 74 / IA***Pg 42 / AJ10***Pg 246, 250, 252, 253, 255, 256 / AGSWU2***Pg 441, 442 / TFPM***Pg 9, 10, 13, 15-18 / ICS***Pg 8, 9 / VD***Pg 40 / BTM (Technology+Vehicles+Starfighters) / ALTA#4***Pg 179, 180 / WotC+Adumar Pilots Wanted - Part 2: Four Is Green-Lighted (timeline placement) & XWS#9***Pg 12 / CCG=Dagobah Limited Expansion Set+LightSide+Lost Relay / CCG=Death Star II Cards+DarkSide+Scythe 1 / CCG=Death Star II Cards+DarkSide+Scythe 3 / CCG=Official Tournament Sealed Deck Premium Cards+DarkSide+Obsidian Squadron TIE / CCG=Premiere Set+Dark Side+Dark Maneuvers / CCG=Premiere Set+Dark Side+Emergency Deployment / CCG=Special Edition Limited Expansion Set+Dark Side+All Power To Weapons / CCG=Jedi Knights-Premiere+SFS L-s7.2 TIE Cannon / CCG=Jedi Knights-Premiere+Shadow Three
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