Imperial (Sienar) TIE Interceptor (Star Wars):
The TIE interceptor is a faster, better armed, and more advanced version of the TIE fighter. Like all TIE series fighters, the fighter is propelled by Twin Ion Engines. Even after the introduction of the TIE Interceptor, the Empire has continued to manufacture the standard TIE fighter and TIE Interceptor are assigned to only the elite pilots for the most part. It still has the same problem as a standard TIE fighter. While slightly better armored, it is still not designed to withstand many hits and has no shield. The fighter also does not carry a hyperdrive and the reasons are the same as they are for the standard TIE fighter. First it would make the fighter more expensive and second it would make pilots more independent. A few pilots have customized their fighters and have added hyperdrives or shields but they make the fighters much more expensive and make them slower and less maneuverable.
The TIE Interceptor looks much like a standard tie fighter in general configuration. It is still in general a ball structure with two solar collecting panels. The Solar panels are to increase the fighters range without increasing the amount of fuel that the fighter can carry. The panels have an elongated nose with insets and the sides of the panels are bent in. The pilot has a window in front of the fighter and he sits in a simple acceleration couch. Behind the cockpit is the fighters power system, engines, and support equipment. Like the standard TIE fighter and unlike most rebel fighters, most systems do not have backup systems. fighters,This allows the fighter to be lighter which increases maneuverability and acceleration but also means that critical system failures are more likely.
In firepower, the fighter has the same number of laser cannons and about the same power as those carried on an X-Wing. The laser cannons are mounted on the fighters solar collecting panels. The TIE Interceptor can be described as a eggshell with a sledgehammer. The fighter can be dangerous but can take very little damage. Like the standard TIE fighters, the number of fighters is more important than the ability to work independently. The fighter does not carry any proton torpedoes or concussion missiles and the role of heavy attack is most often done by the TIE bomber.
In Phase World terms, like in Star Wars terms, the fighter is very heavily armed for dogfighting but is fragile and still would be considered a throw away fighter. As stated earlier, It is not very powerful but is very cheap and easy to construct.
Notes of game conversion:
Because of the nature of the movie series "Star Wars" and the needs to put the fighter into game mechanics, I have given many statistic as two different possible statistics to take this into account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area. In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles would probably maneuver.
Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See Revised Starship Rules for Phase World for more details.
Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters velocity and distance traveled.
- Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Model Type: TIE Interceptor
Vehicle Type: Space Superiority Fighter
M.D.C. By Location:
|Laser Cannons (4):||35 each|
| Engines (2):||110 each|
| Energy Panels||90 each|
| Main Body:||340|
|Reinforced Pilots Cockpit:||120|
 Loss of the fighter's engines will reduce performance of fighter by one half per engine and loss of both engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and gravitic propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if both engines are destroyed.
 Destruction of energy panels will not destroy the fighter, but the destruction of a panel will reduce the range of the fighter by one third. Destruction of both panels will reduce the fighter’s range by two thirds.
 Depleting the M.D.C. of the main body will put the fighter out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. In an atmosphere, the fighter will crash
Driving on the Ground: Not Possible.
Phase World Version: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.8 percent of light per melee maximum.
Moderate Version: The fighter does not have an effective top speed but is limited by acceleration. Fighter can reach a top acceleration of 10.5 G.
Atmospheric Propulsion: Both Version: Due to the fighters being non aerodynamic, the fighters flies in an atmosphere through brute force and gravitic propulsion systems although it is faster than a standard TIE fighter. As a result, the fighter is relatively slow in an atmosphere and has a top speed of Mach 3 (2,224.4 mph/ 3,579.8 kph) in an atmosphere. The Gravitic propulsion enables the fighter to enter and leave an atmosphere under its own power.
Stardrive: None, the TIE Interceptor does not carry a hyperdrive standard but can be refitted to carry one.
Maximum Range: Both Versions: the fighter has enough fuel for 168 hours (7 days) of operation. Fighter uses a very small fusion cell system for power systems. The fighter carries seven days of consumables for fighters crew.
Length: 31.5 feet (9.6 meters)
Height: 23.3 feet (7.1 meters)
Width: 30.5 feet (9.3 meters)
Weight: 10.5 tons (9,525 kg) unloaded
Power System: Fusion power supply with a 7 day duration at normal output. Fusion power supply can run life support without any thrust for four months although rations and water will have long run out.
Cargo: Negligible. The pilot can carry a few small items with him.
Market Cost: 40 million credits to build.
- Quad Laser Cannons: These cannons are mounted on the front of the starfighter and fire directly forward. When compared to Phase World weaponry, They are slightly less powerful than those mounted on some of the newest C.A.F. Starfighters but are still very effective. The cannons can be fire individually, in pairs, or al four cannons. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:
- Phase World Version: 800 miles (1,290 km) in space and 8 miles
(12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
COMBAT BONUSES: The Imperial TIE Interceptor is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.
- +3 to initiative
+2 to strike with lasers
+3 to dodge
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Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.