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SWS-TIEDefender.png
Hull 400
Shield 1200
Speed 130
Acceleration 256
Manoeuvrability 76

The TIE Defender is a variant of the TIE Fighter. The TIE Defender is highly adaptable, featuring extremely powerful shields rivaling that of the Y-wing. At only 400 hull, however, the TIE Defender has the least amount of health of any Imperial ship, including the TIE Interceptor. The TIE Defender relies heavily on its shields for survival, and can thus fall quickly to ion weapons.

Offensively, the TIE Defender is a mix of the TIE Interceptor and the TIE Fighter's anti-starfighter loadout. Unlike the TIE Fighter, it cannot equip torpedoes, so it fares poorly against capital ships unless you equip Onslaught Rockets. Like the TIE Reaper, the Defender cannot shunt power between engine and weapons. It instead can be equipped with the Advanced Power System, which overcharges whichever subsystem has the most power.

Official Description: Based on prototype blueprints, this experimental TIE Defender's systems offer amazing performance to pilots skilled enough to manage them.

Cockpit[edit]

SWS-TIEDefenderCockpit.png

Components[edit]

For specific component numbers and statistics, see the Components page.

Weapons[edit]

Name Description
SWS-Icons-StandardCannon.svg Standard Sienar L-s1 Laser Cannon A well balanced weapon with good range.
SWS-Icons-BurstCannon.svg Sienar Burst Cannon Burst cannons, as their name suggests, fire in 3-shot bursts. They lose less damage over longer ranges, making them more reliable over distance. Their general damage per minute, however, remain identical to the standard. Burst cannons are unique to the fighter class.
SWS-Icons-StandardIon.svg Sienar Ion Cannon Ion cannons are often seen used in conjunction with Onslaught rockets - the ion cannons to remove a target's shields, followed by rockets to finish them off.
SWS-Icons-Plasburst.svg Plasburst Laser Cannon Plasburst weapons are rarely seen due to their low rate of fire and slow charge time. Plasburst lasers also are the only short range weapon on the TIE Fighter, having a range of 600 instead of 1000 like other weapons.

Countermeasures[edit]

Name Description
SWS-Icons-Flares.svg Sienar XX-5 Seeker Warheads Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. TIE Fighters are often found turning and manoeuvring, making chaff less useful, and the sensor jammer only has a single use.
SWS-Icons-Chaff.svg Chaff Particles Chaff particles is not often used on the TIE Fighter, as in order for it to reach maximum effectiveness, enemy missiles must fly through the static cloud. This cloud can be used to cover capital ships on occasion, but flares are the more popular choice.
SWS-Icons-Jammer.svg Sienar Sensor Jammer The sensor jammer's short 4 second duration and single use make it not often used. Its biggest benefit is being able to shake missiles at any rate and from any direction.
SWS-Icons-Inverter.svg Sienar Sensor Inverter The sensor inverter only functions at short range, but can surprise opponents. The sensor inverter hacks the enemy missile in range and sends it back to its launcher. With two charges, it's superior to the sensor jammer in versatility and number of uses. Inverted missiles can be re-inverted by an enemy A-wing.

Auxiliary[edit]

Name Description
SWS-Icons-APS.png Sienar Advanced Power System The advanced power system, when triggered, will provide a moderate overcharge for the system at maximum power. For example, if you need an immediate surge of boost power, simply divert all power to engines and then trigger the APS. It thus functions similarly to the power shunting found on the TIE Fighter, Bomber, and Interceptor, but does not deplete other systems when used.
SWS-Icons-ConcussionMissile.svg Sienar CB-08 Concussion Missile Concussion missiles are no-frills missiles that simply lock onto and destroy their target. Like other missiles, it can be fired without a lock, usually against a target too slow to dodge it. Concussion missiles hit hard and have decent tracking, but lack the power to be used against capital ships on a regular basis.
SWS-Icons-QuickLock.svg 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 Defender's lasers.
SWS-Icons-ClusterMissile.svg 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.
SWS-Icons-IonMissile.svg Sienar I-7 Ion Missile Ion missiles are designed to be used against starfighters, and have half the lock-on time of concussion missiles. They cause minimal damage upon hits, but are strong against shielding. They inflict a stun on the target. Stunned targets continue on their previous trajectory and spin out of control, giving a pilot ample time to finish their opponent. They can be dumbfired and travel much faster than a torpedo, allowing a pilot to quickly hit-and-run capital ship shields or disable subsystems.
SWS-Icons-SeekerMine.svg 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.
SWS-Icons-Rockets.svg Sienar Onslaught Rockets The Defender'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.

Hull[edit]

Name Description
SWS-Icons-StandardHull.svg Sienar Ferroceramic Hull The standard hull, with no strengths or weaknesses.
SWS-Icons-DampenerHull.svg Sienar Dampener Hull Increases the amount of time an enemy needs to lock onto you. It is a situational upgrade for fighters, dependent on how often missiles lock onto you.
SWS-Icons-LaminasteelHull.svg Sienar Laminasteel Hull Reduces incoming missile damage, but increases incoming laser damage. Missiles in general are much rarer to find than lasers, making this a situational upgrade at best.
SWS-Icons-LightHull.svg Sienar Agile Hull Equip to receive a reduction in maximum health, but receiving improvements to manoeuvrability and acceleration. Fairly useful for brawling and turning fights, though the most powerful technique to use in turning fights is microboosts, not traditional turns. The light hull does not offer any benefits to maximum speed, so this part alone will not help you make hit and run attacks.
SWS-Icons-DeflectorHull.svg Sienar Deflector Hull The deflector hull places more emphasis on your shields rather than your health. This provides some extra effective hull, and is a good catch-all system on the TIE Defender.

Engines[edit]

Name Description
SWS-Icons-StandardEngine.svg Standard Twin Ion Engine The standard sublight engine with no benefits or drawbacks.
SWS-Icons-UnstableEngine.svg Unstable Twin Engine This engine makes you lose a moderate amount of both health, but offers greatly increased acceleration and speed. What really makes this engine stand out, however, is the large explosion you create when you are shot down. Some players use this explosion as an anti-capital ship weapon, hoping to take out the capital ship's turrets when they die.
SWS-Icons-MicrothrustEngine.svg Twin Microthrust Engine Use the Microthrust Engine for close-quarters brawling. You lose a notable amount of maximum speed and acceleration, but gain it back in mobility.
SWS-Icons-PropulsionEngine.svg Twin Propulsion Engine The propulsion engine makes you start and stop quicker by a significant margin, at the cost of a small loss in manoeuvrability.
SWS-Icons-ThrustEngine.svg Twin Thrust Engine This engine greatly increases maximum speed, but reduces acceleration and manoeuvrability. Use this to make quick attack runs on enemy capital ships, or using boom and zoom tactics.

Shields[edit]

Name Description
SWS-Icons-StandardShield.svg Standard Sienar Deflector Shield This shield offers no benefits or drawbacks.
SWS-Icons-NimbleDeflector.svg Sienar Nimble Deflector Increases shield regeneration, but decreases shield capacity. This shield is good for hit and run attacks - hit the enemy quickly and then leave the battle to let your shields recharge before going in again.
SWS-Icons-ScramblerShield.svg Sienar Scrambler Shield An alternative to the Dampener Hull, the scrambler shield offers even longer lock times than the dampener hull, but it is only effective when your shields are at 100% or are overcharged. Even a glancing hit at normal shield power will eliminate the scrambler shield bonus, so users of this shield must be adept at switching shield directions. Once these shields are down, they take longer than normal to regenerate.
SWS-Icons-FortifiedShield.svg Sienar Fortified Deflector The Fortified Shield offers a bonus to shield capacity at the cost of shield regeneration. This shield is best used when taking heavy fire to attack a capital ship.
SWS-Icons RayShield.svg Sienar Ray Shield This shield falls quickly to missiles, but takes less damage than normal from lasers. The biggest threat to this shield are Barrage Rockets. Defeat normal missiles and mines with standard manoeuvres and countermeasures, but switch away to a different loadout when rockets are a factor.