Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.
In the vein of my T-70 X-Wing post a few weeks back, I realized that I have quite a bit of Sequel Trilogy content to churn through. In honor of my continuing addiction to Battlefront 2‘s Starfighter Assault, here is the First Order’s TIE/sf and a Special Forces pilot to boot.
TIE/sf “Special Forces” Space Superiority Fighter
The TIE/sf, commonly called the “Special Forces TIE,” is the First Order’s answer to the advanced starfighters of the Republic and Resistance. Expanding beyond the power and shielding systems of the baseline TIE/fo, this space superiority fighter boasts a heavy weapons turret and sports a gunner’s seat for a dedicated weapons officer. A standard hyperdrive completes the deviation from Siener’s previous “barebones efficiency” TIE design.
The First Order reserves this powerhouse for its elite Special Forces pilots. Trained from birth, these operatives use the TIE/sf to its full potential. This TIE is a capable match to anything the fighter-heavy Resistance can field. Uniquely equipped with high-density battery packs and a hyperdrive, flights of this TIE can terrorize the First Order’s enemies with no warning. With this ship, Siener-Jaemus has delivered to the First Order what its predecessor could not provide the Empire: a starfighter incorporating powerful weapons, shields, and a hyperdrive that not only maintains the proven TIE spaceframe, but has also entered mass production.
Sil 3; Speed 5; Handling +3; Def 1/-/-/1 Armor 2
Hull Trauma 7; System Strain 12
Hull Type/Class: Starfighter/TIE Series.
Manufacturer: Siener-Jaemus Fleet Systems.
Hyperdrive: Primary: Class 2, Backup: None.
Navicomputer: Yes.
Sensor Range: Short.
Crew: One pilot, one gunner.
Encumbrance Capacity: 6.
Passenger Capacity: 0.
Consumables: One week.
Price/Rarity: 235,000 credits (R)/ 7.
Customization Hard Points: 0.
Weapons: Forward-mounted medium laser cannons (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; Linked 1), ventral-mounted heavy laser cannon turret (Fire Arc All; Damage 6; Critical 3; Range [Short]; Linked 1), ventral-mounted warhead launcher equipped with concussion missiles (Fire Arc All; Damage 6; Critical 3; Range [Short]; Blast 4, Breach 4, Guided 3, Limited Ammo 4, Slow-Firing 1) and mag-pulse warheads (Fire Arc All; Damage 6; Critical 4; Range [Short]; Blast 4, Ion, Limited Ammo 4, Slow-Firing 1).
First Order Special Forces Pilot [Rival]
In stark contrast to the old Empire’s doctrine of quantity over quality, the First Order’s prized Special Forces are elite pilots, capable inside and outside the cockpit. Special Forces receive superior training and cutting edge equipment, such as an integrated targeting helmet, honing their battlefield lethality. Flying the latest TIE/sf space superiority fighter, these pilots are entrusted with missions requiring independent judgment such as force reconnaissance or raids. In many ways, these pilots share much more in common with the aces of the Rebel Alliance than with the ranks of the Empire’s TIE pilot corps.
Br 2, Ag 3, Int 2, Cun 3, WP 3, Cun 2
Soak 3, W. Threshold 13, Def M/R 0/0
Skills: Gunnery 2, Piloting (Space) 2, Perception 2, Ranged (Light) 2.
Talents: None.
Abilities: None.
Equipment: SE-44C blaster pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Auto-fire, Stun setting), armored flight suit (soak +1), helmet targeting system (add a Boost die to ranged or vehicular combat checks).
Christopher Hunt
Latest posts by Christopher Hunt (see all)
- Command School – Deterrence and Compellence - July 11, 2019