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TIE/sa Bomber

Imperial Strike BomberGM · Enemy ShipThreat 4

Imperial bomber — TIE-family fragile, but a proton bomb run can crack capital-ship hulls. Anti-ship strike specialist.

Built by: Sienar Fleet Systems·Canon example: Imperial strike wings (Hoth asteroid field pursuit, anti-ship strikes)·Era: Galactic Civil War
Size
Small
Length
7.8 m
Speed
Average
Reference price
95,000 cr

Lore

The TIE/sa (Sienar Aerospace, strike attack variant) is the Imperial Navy's dedicated bomber — recognizable by its dual-hull silhouette where the cockpit is mounted alongside an ordnance bay instead of a second engine pod. Where the TIE/ln screens and dogfights, the TIE/sa carries the anti-capital-ship payload: concussion missile tubes for close-range strikes, and a proton bomb bay for orbital and large-target bombardment.

The TIE/sa's defining canon appearance is the Hoth asteroid field pursuit, where bombers chased the Millennium Falcon into the field and tried to dislodge it from a hidden mooring with proton bombs. The Empire also used TIE/sas for ground-attack runs and for cracking Rebel capital ships in fleet engagements. Like all TIE-family fighters they trade shields and hyperdrive for raw performance, but the bomber payload makes them dramatically more dangerous than a TIE/ln in the right scenario.

For GMs, the TIE/sa is a "specialist" Imperial threat. It rarely appears alone — Imperial doctrine pairs bomber wings with TIE/ln screens that handle Rebel fighter intercept while the bombers line up their target. A pair of bombers with an escort is a serious threat to any player ship larger than a fighter; player ships with shields are the target the bombers exist for.

Default Loadout

WeaponMountAttrRangeAccDamage
Twin Laser CannonsfixedDEXClose+22d10 energy
Concussion Missile Tubesmissile bayINTMedium+24d10 explosive
Proton Bomb Baymissile bayINTClose+15d10 explosive

Reference loadout for a stock chassis. Players swap, add, or customize weapons in the Starship Builder, subject to hardpoint caps and GM approval.

Special Conditions

No Shields, No Hyperdrive

TIE/sa shares the standard TIE-family fragility: no shields, no hyperdrive. Bombers compensate by flying in escorted formations rather than alone.

GM · Tactical Notes

Bombers never deploy alone. Standard Imperial doctrine: 2-4 TIE/sas with a TIE/ln escort of 4-8. The bombers ignore enemy fighters entirely and burn straight for the largest player target; the TIE/lns engage the player screen. Concussion missiles are accurate and high-damage; proton bombs are short-range and require the bomber to commit to an attack run. Players who can kill bombers before they release ordnance dramatically de-escalate the threat.

GM · Adventure Hooks

  • A Rebel transport convoy is under attack: 3 TIE/sas escorted by 6 TIE/lns are inbound. Players have one combat round to position before the bombers reach release range.
  • Imperial bombers are pursuing a defecting officer's shuttle through an asteroid field. The terrain limits TIE/sa tracking, but a wrong move puts the player ship in the open.
  • A stranded Imperial bomber pilot survived a crash. He has intel on his squadron's next strike target — but can the players trust an Imperial?

How to use this chassis

This is a GM-side stat block — an NPC ship for the GM to fly against the player crew. Use it as-is for a quick encounter, or fold it into a larger fleet engagement alongside other entries from the enemy ship catalog (filter to "Enemy / GM" on the catalog grid). For combat resolution, see the Starship Combat rules page. Enemy ships do not appear in the Starship Builder.

Similar Enemy Ships

More combat craft-category ships in the catalog.