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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.




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


Name Description
SWS-Icons-StandardCannon.svg Standard Sienar L-s1 Laser Cannon The default laser cannon on the TIE Interceptor is the longest ranged weapon, and is the standard by which the others are measured. If you use the stealth attachment, consider using this weapon so you don't have to be out of stealth for as long.
SWS-Icons-StandardIon.svg Sienar Ion Cannon Ion cannons are occasionally used on TIE Interceptors due to their bonus damage to New Republic fighters' shielding. A fairly common loadout involving ion cannons is to pair them with Onslaught rockets to finish off disabled targets.
SWS-Icons-Plasburst.svg Plasburst Laser Cannon The Plasburst's slow fire rate and short range make it uncommon to see on all craft.
SWS-Icons-RapidFire.svg Sienar F/A Rapid Fire Cannon The most common weapon seen on the TIE Interceptor next to the standard laser. Deals excellent damage, but the closer range means you must be very cautious when fighting enemies head-on, and the closer proximity means you must expose yourself to greater danger in a ship with low health.


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 Interceptor 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 are not often used on the TIE Interceptor, 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.


Name Description
SWS-Icons-Rockets.svg 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.
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 Interceptor'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-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-RepairKit.svg 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.
SWS-Icons-TargetingJammer.svg 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.
SWS-Icons-IonRockets.png 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.


Name Description
SWS-Icons-StandardHull.svg Sienar Ferroceramic Hull The standard hull provides no strengths or weaknesses. It is the most durable option for the TIE Interceptor.
SWS-Icons-DampenerHull.svg Sienar Dampener Hull Increases the time enemies take to lock onto you, but you also have less health. If you fly evasively enough to dodge lasers, this can be an effective counter to missiles and tractor beams.
SWS-Icons-LaminasteelHull.svg Sienar Laminasteel Hull Reduces the damage taken by missiles, but increases the damage taken by lasers. Both this option and the dampener hull are effective at blocking missile attacks.
SWS-Icons-ReflecHull.svg Sienar Reflec Hull Equipping this results in the most fragile ship possible. With a -30 to health, you cannot stand up to any sort of head-on attacks, especially to capital ships. The passive stealth is only effective at long range, and is worthless in a melee. Use this hull to sneak around to the sides of enemies, using terrain and debris to mask your approach. Avoid using this on open maps like Yavin.


Name Description
SWS-Icons-StandardEngine.svg Standard Ion Engine The standard engine offers no drawbacks and benefits. Works reasonably well in all situations.
SWS-Icons-MicrothrustEngine.svg Twin Microthrust Engine This engine decreases maximum speed and acceleration while increasing your manoeuvrability. This makes it decently good for brawling, but the true power of turning fights lies in understanding drifting, not traditional turns.
SWS-Icons-PropulsionEngine.svg Twin Propulsion Engine This engine increases acceleration, allowing you to change speeds much faster than normal. This comes at a slight loss to manoeuvrability. This engine does not increase your maximum speed, only the rate at which you change speed.
SWS-Icons-ThrustEngine.svg Twin Thrust Engine This engine modification provides an increase to maximum speed, but you lose acceleration and mobility. The implications are clear: this engine is for flying very fast in straight lines. Use this engine for high speed passes against enemy targets.