


Name (Designation): TIE Defender (T/D)
Manufacturer: Sienar Fleet Systems
Type: Advanced Experimental Fighter
Length: 9.2m
Crew: 1
Speed: MGLT (cruise); 217 MGLT (top)
Maneuverability: 114 DPF
Shields/Armour: 100 SBD / 15 RU
Armament: Four laser cannons; two ion cannons; two warhead launchers
Loadout: Eight concussion missiles
Hyperdrive: Yes
Comments:
To be perfectly honest, Rebel pilots have only themselves to blame for the introduction of the TIE Defender- standard Imperial protocol would never allow such a costly fighter to be produced, but the Alliance forced the Empire´s hand. Like the TIE Advanced, the T/D was produced under the direction of Admiral Zaarin, but due to its extreme cost (one T/D costs about the equivalent of 5 TIE Fighters), is not used in great numbers.
However, the threat it proves is very real. Its design is based around a standard TIE ball cockpit with a shield generator and hyperdrive installed, and with three TIE Interceptor wings located around the cockpit at 120 degree angles from each other. It is extremely well armed with four laser cannons, two ion cannons and two warhead launchers. TIE Defenders often switch between proton torpedos and concussion missiles as the warhead of chioce due to the infrequency of their use, and the broad range of uses it has. Its shields are more than twice as strong as that of a T/A, it is more maneuverable too. Also, very few pilots in the Empire would rate being given a TIE Defender as a starfighter to fly- meaning that if you go up against one, the pilot will be extremely experienced and possess exceptional skills. Technically, the TIE Defender model was a faliure, but they are still around, produced in very low numbers, and are designed to take on multiple fighters single-handedly.
Tactical:
The TIE Defender is probably the second rarest Imperial fighter you will ever face (after the Missile Boat), and is certainly the most dangerous Imperial threat to a pilot. Fortunately, the tactics that have been drilled into all pilots on the CRS Morning Star and throughout the New Republic for taking on TIE Advanced will work against them. Setting your ELS to 75/0 is advised to keep up with them--TIE Defenders are too fast to engage at 88 MGLT, and will run rings around you if you try. Using warheads against them will not work- in a direct head-to-head pass, they will gun them down; and if you are lucky enough to get a lock on their six, they will easily outmaneuver a missile.
On the first head-to-head run, stick to lasers and just fire at the T/D for as long as possible. Try not to take any hits in the first run, but force the T/D to maneuver away and then give chase, whittling down its shields with a barrage of laserfire until you destroy it. The bast T/D pilots will often be able to turn so that they are positioned for a head-to-head pass- if this happens, cede and allow the T/D to shoot past you, avoiding any laserfire, and then get back on their six. When giving chase and maneuvering, it is important that you increase your turning speed by lowering your speed- but not by too much. Stay at around 66% thrusters when maneuvering, and use any oppurtunity to go back to full speed, it is important that you keep proximity.
TIE Defender pilots with missiles will always try to use them whenever they can. This can help and hinder you- if they´re trying to get a missile lock in a head-to-head pass, then you have time to take down their shields and blast the missile. However, if they get a missile out, you will have a hard time dealing with both threats.
When engaging multiple T/Ds on your own, keep your shields at as high as level as possible and focus on one Defender. It is very tricky, but the faster you take down the T/Ds, the easier it gets. When fighting T/Ds with allies, assign them to keep the wingmen of the one you´re taking on busy, and keep your fingers near the Laser power to Shield power shunt button. Your wingmates are unlikely to take down the T/Ds, but they may survive long enough to do some damage and protect you, and some of the better X-Wing pilots may even get a kill and survive.
If you are going to practice against one or more, it is pointless to give them AI of anything lower than Top Ace in the simulator--all TIE Defender pilots would have to have exceptional skills to be piloting one.