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TIE/sf Special Forces Fighter

First Order Elite Two-SeaterGM · Enemy ShipThreat 5

First Order elite TIE variant — two-seater with shields, hyperdrive, and a real rear gunner.

Built by: Sienar-Jaemus Army Systems·Canon example: First Order Special Forces (The Force Awakens, Star Wars Resistance)·Era: Resistance Era
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

WeaponMountAttrRangeAccDamage
Twin Laser Cannons (linked)fixedDEXClose+33d10 energy
Heavy Laser Turret (rear)turretDEXClose+22d10 energy
Magnetic Pulse Warhead Launchermissile bayINTMedium+23d10 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.