TIE/sf Special Forces Fighter
First Order Elite Two-SeaterGM · Enemy ShipThreat 5First Order elite TIE variant — two-seater with shields, hyperdrive, and a real rear gunner.
- Size
- Small
- Length
- 6.69 m
- Speed
- Very Fast
- Reference price
- 160,000 cr
Lore
The TIE/sf (Special Forces) is the First Order's elite TIE variant — a two-seater design that breaks decades of TIE-family minimalist doctrine to add the things Imperial-era TIEs deliberately lacked: shields, hyperdrive, and a dedicated rear-gunner station. Sienar-Jaemus Army Systems, the First Order's successor to Imperial-era Sienar, built the TIE/sf for missions that require independent operation and survivability rather than carrier-launched mass deployment.
In canon, TIE/sfs appear most prominently in The Force Awakens — Finn and Poe's escape from the Star Destroyer Finalizer was in a stolen TIE/sf. The two-seat configuration is the design's signature: a single pilot can't cover both forward and rear arcs in a TIE/sf, but a pilot/gunner team is meaningfully more dangerous than any solo TIE variant. The magnetic-pulse warhead armament is the other defining feature — these are designed to disable rather than destroy, supporting First Order capture and intelligence operations.
For Resistance-era GMs, the TIE/sf is the elite First Order threat — drop one or two into a TIE/fo (the regular First Order TIE, mechanically similar to TIE/ln) swarm and the engagement gets serious. They're the fighters Captain Phasma personally signs off on deployment for.
Default Loadout
| Weapon | Mount | Attr | Range | Acc | Damage |
|---|---|---|---|---|---|
| Twin Laser Cannons (linked) | fixed | DEX | Close | +3 | 3d10 energy |
| Heavy Laser Turret (rear) | turret | DEX | Close | +2 | 2d10 energy |
| Magnetic Pulse Warhead Launcher | missile bay | INT | Medium | +2 | 3d10 ion |
Reference loadout for a stock chassis. Players swap, add, or customize weapons in the Starship Builder, subject to hardpoint caps and GM approval.
GM · Tactical Notes
Two-seat configuration means the TIE/sf can engage in two arcs simultaneously — players who maneuver behind it still face the turret gunner. Magnetic pulse warheads are an ion threat at Medium range; expect First Order doctrine to disable player hyperdrive first. Unlike Imperial TIEs, TIE/sfs can pursue through hyperspace — players who jump out of one engagement may face the same TIE/sfs at their destination. Fly them in pairs as elite support to a TIE/fo swarm.
GM · Adventure Hooks
- A First Order TIE/sf has been tracking the players across three star systems via hyperspace pursuit. They want intelligence, not a kill — but they'll start shooting if the players close to weapons range.
- Two TIE/sfs are escorting a First Order prisoner transport. The prisoner is a Resistance pilot the players need to extract.
- A defecting First Order TIE/sf pilot/gunner team approaches the players with their ship. Are they a real defection or an intelligence operation?
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.