Hull | 775 |
Speed | 170 |
Acceleration | 256 |
Maneuverability | 85 |
- Captain Kerrill has assigned you a TIE interceptor. This machine is built to cut down enemy fighters. And that's what you do best.
- -Willard Waylin
TIE Interceptors are fast, fragile, and can hit above their weight. They are fairly large compared to the tiny A-wing, making them easier to hit. TIE Interceptors also lack the shielding of the A-wing. They compensate for this by having more health and being more mobile. Much like the defence of a football or soccer game, their primary role is twofold: to stop the enemy from scoring hits against enemy capital ships, and prevent the enemy from moving the morale meter in their favour. While out of their element, they can still cause heavy damage to enemy capital ships, especially with Onslaught Rockets.
TIE Interceptors have several tools for pinning down starfighters both armoured and unarmoured. Against more heavily armoured targets, Interceptors can use cluster missiles and rockets to hit a single target multiple times, and no other Imperial fighter has the DPS of the TIE Interceptor. Its default missiles have excellent tracking but light damage, excellent at pinning down A-wings.
In Fleet Battles, TIE Interceptors are best used to make hit-and-run attacks on enemy capital ships with rockets, or by destroying enemy players and AI starfighters for morale boosts. Much like the defence of a football or soccer game, their primary role is twofold: to stop the enemy from scoring hits against enemy capital ships, and prevent the enemy from moving the morale meter in their favour. While out of their element, they can still cause heavy damage to enemy capital ships, especially with Onslaught Rockets.
Official Description: Flown by the elite pilots of the Imperial Navy, the TIE interceptor combines high speed and four laser cannons ideal for hunting down Republic starfighters.
Cockpit
Components
For specific component numbers and statistics, see the Components page.
Weapons
Countermeasures
Auxiliary
Name | Description | |
---|---|---|
Sienar Onslaught Rockets | The Interceptor's best weapon against capital ships, these unguided rockets can cause notable damage to capital ship turrets and subsystems. It is difficult to land hits on moving starfighters. Individual rockets are light on damage, but with over 40 rockets in reserve and a good rate of fire, they cause considerable damage as a group. | |
Sienar Anti-Starfighter Missile | A part of the stock Interceptor loadout, the anti-starfighter missile causes about three rockets worth of damage (or a third of the default concussion missile). It's not enough to finish a fighter on its own, but it works well in conjunction with the Interceptor's lasers. | |
Sienar XG-9 Cluster Missile | The cluster missile locks onto a single target several times before unloading up to four missiles against it. This missile is best used against hardened targets like TIE bombers and capital ships with their shields down. | |
Sienar Seeker Mine | Drops a mine behind you. The mine locks onto and chases any enemy that gets too close. Mines are most effective in narrow corridors where enemies will have to run near them. | |
Sienar Emergency Repair System | The repair kit is unlocked at the start of the game and repairs your ship when activated. It is most commonly found on TIE Fighters, as TIE Interceptors rarely have the health to survive engagements anyway. | |
Sienar Targeting Jammer | When activated, cloaks your ship from enemy radar for 5 seconds. Effective when you need to creep up on a target and hit them. With a long 30 second cooldown, however, your window of stealth must be expertly timed. | |
File:SWS-Icons-IonRockets.svg | Sienar I-9 Ion Rockets | Ion Rockets function identically to Onslaught Rockets, but carry an ion payload instead. This makes them effective against all New Republic craft, particularly against capital ships. Ion rockets travel with half the speed of standard rockets, making them more of an anti-capital ship weapon than an anti-fighter one. |