A full breakdown of every Component currently available for the TIE fighter, TIE bomber, TIE interceptor, and TIE reaper Galactic Empire ships.
All Imperial Ship Components in Star Wars: Squadrons
If you put all of the opening crawls from the nine Skywalker Saga Star Wars movies together and read through them, it’d still take less time than it would to go pore over every detail of this article. Below are the descriptions and values taken from the Imperial Hangar in Star Wars: Squadrons.
The Galactic Empire only has five Component categories for three of its four ships, given that the TIE fighter, TIE bomber, and TIE interceptor don’t have shields. You’ll find a sixth category on the shield-protected TIE reaper, though, alongside every other Component detail for the Galactic Empire’s ships that has been transcribed from a pre-release version of the game.
All TIE fighter Components in Star Wars: Squadrons
Unlike the New Republic options, the Galactic Empire at least makes it a bit easier when it comes to naming their ships in a meaningful way. The TIE fighter slots into the Fighter category and has five categories of ready-to-use and unlockable Components to choose from. Just earn and spend Requisition points to add the locked ones.
Everything below is directly transcribed from a recent preview session I had with Squadrons. If you fancy a shorter Squadrons read, check out our breakdown of why the Galactic Empire has the edge over the New Republic starfighters, or you can read about every New Republic ship Component in Star Wars: Squadrons here.
The details below are very likely to be updated and changed by EA Motive for the Galactic Empire’s starfighters before Star Wars: Squadrons launches in October. You'll be able to play it on Xbox One, PC, and PlayStation 4 (including VR), but we'd wager this will also be playable on PlayStation 5 and Xbox Series X when they launch.
TIE fighter Primary Weapon Components
There are five Primary Weapon Components for the TIE fighter.
Standard Sienar L-s1 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
- Rate of Fire: 6.7 Shots/Second
- Recharge Rate: 7.00 Energy/Second
- Ammo Capacity: 182
- Max DPS: 480.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sienar Burst Cannon
“Rapidly fires several long-range projectiles in a burst, but then has a short delay. Ideal for dealing a lot of damage quickly and if you have good aim.”
- Rate of Fire: 4.0 Shots/Second
- Recharge Rate: 4.00 Energy/Second
- Ammo Capacity: 32
- Max DPS: 560.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Burst
- Normal
Sienar Ion Cannon
Deals high damage to shields and can disable Starfighters and subsystems.
- Rate of Fire: 6.7 Shots/Second
- Recharge Rate: 11.00 Energy/Second
- Ammo Capacity: 140
- Max Ion DPS: 1,680.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sienar Guided Burst Cannon
“Rapidly fires several long-range lasers in a burst, but then has a short delay. It’s much easier to hit foes than the unguided laser but deals less damage per shot.”
- Requisition unlock
- Rate of Fire: 4.0 Shots/Second
- Recharge Rate: 4.00 Energy/Second
- Ammo Capacity: 32
- Max DPS: 207.36
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Burst
- Normal
Plasburst Laser Cannon
“The longer you hold the button, the more powerful the shot will be when you release. Has a short max range.”
- Requisition unlock
- Charge Weapon
- Rate of Fire: 1.0 Shots/Second
- Max DPS: 882.00
- Range: 600.00m
- Projectile Speed: 2,000.00m/s
- Single Shot
- Close Range
TIE fighter Left and Right Auxiliary Components
There are seven Left and Right Auxiliary Components (total) for the TIE fighter.
Sienar Emergency Repair System
“Regenerate hull integrity over a short duration. Stay alive longer, even when under fire.”
- Hull Healing Over Time: 87.50 HP/s
- Cooldown: 30.0s
- Duration: 8.0s
Sienar CB-08 Concussion Missile
“Aim at the target until you lock on, then press the button to fire. Will chase your target and deal solid damage. Double-tap to fire without a lock.”
- Lock-on Time: 2.00s
- Lock Zone: 2.50
- Cooldown: 4.25s
- Ammo Capacity: 6
- Homing Weapon
- Lock-on Range: 1,000.00m
- Medium Tracking
- Damage: 1,000.00
Sienar KB-D28 Proton Torpedo
“Deals very high damage from long range, but has a very long lock on time. Ideal against Capital Ships.”
- Lock-on Time: 2.00s
- Lock Zone: 2.50
- Cooldown: 10.00s
- Ammo Capacity: 2
- Lock Required
- Lock-on Range: 1,500.00m
- Homing Weapon
- Low Tracking
- Damage: 4,000.00
- Minimum Lock-on Range: 500.0m
Sienar R/D-77 Assault Shield
“Receive significantly less damage from the front for a duration. Great for attacking Capital Ships.”
- Requisition unlock
- Cooldown: 20.00s
- Duration: 3.00s
- Incoming Damage Multiplier: 0.10
Sienar I-7 Ion Missile
“Lock-on projectile that disables Starfighters. Deals high shield and subsystem damage on Capital Ships. Double-tap to fire without a lock.”
- Lock-on Time: 1.00s
- Lock Zone: 2.50
- Cooldown: 20.00s
- Ammo Capacity: 6
- Homing Weapon
- Lock-on Range: 1,500.00m
- Medium Tracking
- Ion Damage: 6,000.00
Sienar Ion Torpedo
“Deals very high shield and subsystem damage. Has a very long lock-on time, but can fire from long range. Ideal vs Capital Ships.”
- Requisition unlock
- Lock-on Time: 3.03s
- Cooldown: 25.00s
- Ammo Capacity: 1
- Lock Required
- Lock-on Range: 1,500.00m
- Low Tracking
- Area of Effect: 125.00m
- Ion Damage: 24,000.00
- Minimum Lock-on Range: 500.0m
Sienar Onslaught Rockets
“Rapidly fires missiles straight ahead. Capable of dealing very high damage if your aim is true or you’re close enough that it doesn’t matter.”
- Rate of Fire: 4.0 Shots/Second
- Projectile Speed: 1,000.00m/s
- Cooldown: 0.25s
- Ammo Capacity: 40
- Range: 1,000.00m
- Damage: 100.00
TIE fighter Countermeasures Components
There are three Countermeasures Components for the TIE fighter.
Sienar XX-5 Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
- Cooldown: 12.00s
- Ammo Capacity: 4
- Range: 2,275.00m
- Number of Targets: 2
Sienar Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
- Requisition unlock
- Cooldown: 26.00s
- Ammo Capacity: 1
- Duration: 4.00s
Chaff Particles
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
- Requisition unlock
- Cooldown: 9.00s
- Ammo Capacity: 3
- Life Span: 3.00s
- Area of Effect: 200.00m
TIE fighter Hull Components
There are six Hull Components for the TIE fighter.
Sienar Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Sienar Dampener Hull
“Enemies take longer to lock-on to you, but you have less hull integrity. Counters lock-on weapons such as Tractor Beams and Ion Missiles.”
- Requisition unlock
- Lock-on Adjustment: +100%
- Max Health: -10%
- Sensor Jammer
Sienar Laminasteel Hull
“Your ship takes much less damage from Auxiliary components like missiles, but takes more damage from Primary components like lasers.”
- Requisition unlock
- Secondary Damage Modification: -50%
- Primary Damage Modification: +20%
Sienar Agile Hull
“Trade hull integrity to turn and change speed faster. Ideal for hit-and-run tactics and out-flying foes.”
- Requisition unlock
- Acceleration Modifier: 15%
- Manoeuvrability Modifier: 15%
- Max Health: -20%
Sienar Reflec Hull
“Prevents enemies from targeting you at long range, but your hull integrity is lower.”
- Requisition unlock
- Max Health: -30%
- Self Stealth
- Self Stealth Range: 1,500.00m
Sienar Reinforced Hull
“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”
- Max Health: 60%
- Acceleration Modifier: -35%
- Manoeuvrability Modifier: -25%
TIE fighter Engine Components
There are seven Engine Components for the TIE fighter.
Standard Twin Ion Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Unstable Twin Engine
“You’re faster and can change speeds quickly, at the expense of hull integrity. When defeated, you create an explosion that can destroy nearby enemies.”
- Requisition unlock
- Acceleration Modifier: 10%
- Max Speed: 10%
- Max Health: -25%
- Unstable: Self-destructs when eliminated
Twin Microthrust Engine
“Slower max speed and acceleration, but with faster turns. Great for keeping starfighters in your sights.”
- Requisition unlock
- Manoeuvrability Modifier: 30%
- Acceleration Modifier: -30%
- Max Speed: -30%
Twin Propulsion Engine
“Your ship can reach max speed and stop quickly. Great for out-flying enemies trying to get behind you.”
- Requisition unlock
- Acceleration Modifier: 100%
Twin Ion Jet Engine
“Significantly increases generation and usage of boost. Great for frequent bursts of high speed.”
- Requisition unlock
- Boost Charge Rate: +100%
- Boost Usage Rate: 150%
Twin Thrust Engine
“Max speed is much higher, but acceleration and deceleration are lower. Great for hit-and-run tactics.”
- Requisition unlock
- Max Speed: 30%
- Acceleration Modifier: -30%
- Manoeuvrability: -30%
Twin SLAM Engine
“Decreases max speed, but your ship now generates boost if any power is in Engines. The more power, the faster it generates.”
- Requisition unlock
- Passive Boost Generation Rate: +40%
- Max Speed: -20%
All TIE bomber Components in Star Wars: Squadrons
As the name implies, the TIE bomber slots into the Bomber category for the Galactic Empire. Without shields, the TIE Bomber has five categories to mix and match Components in, with some already unlocked and others requiring earnable Requisition points to use.
All of the information below is a transcription of in-game details from hands-on with a pre-release version of Squadrons.
TIE bomber Primary Weapon Components
There are four Primary Weapon Components for the TIE bomber.
Standard Sienar L-s1 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
- Rate of Fire: 8.0 Shots/Second
- Recharge Rate: 9.00 Energy/Second
- Ammo Capacity: 182
- Max DPS: 640.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sienar Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
- Rate of Fire: 8.0 Shots/Second
- Recharge Rate: 9.00 Energy/Second
- Ammo Capacity: 140
- Max Ion DPS: 1,920.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sinear Guided Rotary Cannon
“Has a short wind-up time, then fires extremely quickly. It’s much easier to hit enemies than it’s unguided version, but also deals less damage per shot.”
- Requisition unlock
- Rate of Fire: 16.7 Shots/Second
- Recharge Rate: 20.00 Energy/Second
- Ammo Capacity: 600
- Max DPS: 283.33
- Projectile Speed: 2,000.00m/s
- Automatic
- Warm-up Time: 1.00s
- Normal
- Range: 1,000.00m
- Auto-aim Weapon
Sinear Rotary Cannon
“Has a short wind-up time, then fires extremely quickly. Ideal if you want high sustained damage or are worried about missing.”
- Rate of Fire: 16.7 Shots/Second
- Recharge Rate: 20.00 Energy/Second
- Ammo Capacity: 600
- Max DPS: 766.67
- Projectile Speed: 2,000.00m/s
- Automatic
- Warm-up Time: 1.00s
- Normal
- Range: 1,000.00m
TIE bomber Left and Right Auxiliary Components
There are eight Auxiliary Components for the TIE bomber, two of which can be assigned simultaneously to Left and Right Auxiliary slots (but you can’t double up).
Sienar R/D-77 Assault Shield
“Receive significantly less damage from the front for a duration. Great for attacking Capital Ships.”
- Cooldown: 20.00s
- Duration: 3.00s
- Incoming Damage Multiplier: 0.10
Sienar MR-93 Multi-Lock Missile
“Can fire missiles at multiple targets simultaneously. Ideal against groups and turrets. Always costs one ammo per use.”
- Projectile Speed: 200.00m/s
- Rate of Fire: 1.0 Shots/Second
- Cooldown: 10.00s
- Ammo Capacity: 5
- Lock Required
- Lock-on Range: 1,000.00m
- Max Number of Targets: 4
- Medium Tracking
- Lock-on Time: 1.00s
- Lock Zone: 60.00
- Damage: 750.00
Sienar Seeker Mine
“Drops a mine behind you. The mine will lock on and chase any enemy that gets too close, exploding on impact.”
- Cooldown: 6.00s
- Ammo Capacity: 6
- Arming Range: 200.00m
- Life Span: 30.00s
- High Tracking
- Damage: 900.00
Sienar Goliath Missile
“Always explodes with a huge blast, even when countered. Ideal for damaging targets that keep avoiding your missiles and groups of targets.”
- Requisition unlock
- Lock-on Time: 2.00s
- Lock Zone: 2.50
- Cooldown: 10.00s
- Ammo Capacity: 3
- Homing Weapon
- Lock-on Range: 1,000.00m
- Area of Effect: 200.00m
- Medium Tracking
- Damage: 1,000.00
Sienar HC-7 Ion Bomb
“Ideal against Capital Ships. Rapidly tap the button to drop bombs underneath you. Deals very high ion damage to shields and subsystems, but you have to get close.”
- Requisition unlock
- Rate of Fire: 1.0 Shots/Second
- Projectile Speed: 100.00m/s
- Ammo Capacity: 10
- Range: 200.00m
- Ion Damage: 4,000.00
Sienar KW-84 Proton Bomb
“Ideal against Capital Ships. Tap the button to drop bombs underneath you. Deals very high damage, but you have to get close.”
- Rate of Fire: 1.0 Shots/Second
- Projectile Speed: 100.00m/s
- Ammo Capacity: 5
- Range: 200.00m
- Damage: 1,100.00
Sienar KB-D28 Proton Torpedo
“Deals very high damage from long range, but has a very long lock on time. Ideal against Capital Ships.”
- Lock-on Time: 2.00s
- Lock Zone: 2.50
- Cooldown: 10.00s
- Ammo Capacity: 5
- Lock Required
- Lock-on Range: 1,500.00m
- Homing Weapon
- Low Tracking
- Damage: 4,000.00
- Minimum Lock-on Range: 500.0m
Quarrie Composite Beam Cannon
“Hold the button to fire a high-damage beam that lasts for a few moments. Your ship can barely turn while the beam is active. Ideal vs Capital Ships.”
- Warm-up Time: 1.50s
- Cooldown: 10.00s
- Manoeuvrability Adjustment: -90%
- Range: 1,000.00
- Max DPS: 1,066.67
- Duration: 3.00s
TIE bomber Countermeasures Components
There are three Countermeasures Components for the TIE bomber.
Chaff Particles
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
- Cooldown: 9.00s
- Ammo Capacity: 3
- Life Span: 3.00s
- Area of Effect: 200.00m
Sienar XX-5 Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
- Requisition unlock
- Cooldown: 12.00s
- Ammo Capacity: 4
- Range: 2,275.00m
- Number of Targets: 2
Sienar Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
- Requisition unlock
- Cooldown: 26.00s
- Ammo Capacity: 1
- Duration: 4.00s
TIE bomber Hull Components
There are four Hull Components for the TIE bomber.
Sienar Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Sienar Dampener Hull
“Enemies take longer to lock-on to you, but you have less hull integrity. Counters lock-on weapons such as Tractor Beams and Ion Missiles.”
- Requisition unlock
- Lock-on Adjustment: +100%
- Max Health: -10%
- Sensor Jammer
Sienar Reinforced Hull
“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”
- Max Health: 60%
- Acceleration Modifier: -35%
- Manoeuvrability Modifier: -25%
Sienar Agile Hull
“Trade hull integrity to turn and change speed faster. Ideal for hit-and-run tactics and out-flying foes.”
- Requisition unlock
- Acceleration Modifier: 15%
- Manoeuvrability Modifier: 15%
- Max Health: -20%
TIE bomber Engine Components
There are four Engine Components for the TIE bomber.
Standard Twin Ion Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Twin SLAM Engine
“Decreases max speed, but your ship now generates boost if any power is in Engines. The more power, the faster it generates.”
- Requisition unlock
- Passive Boost Generation Rate: +40%
- Max Speed: -20%
Twin Ion Jet Engine
“Significantly increases generation and usage of boost. Great for frequent bursts of high speed.”
- Boost Charge Rate: +100%
- Boost Usage Rate: 150%
Unstable Twin Engine
“You’re faster and can change speeds quickly, at the expense of hull integrity. When defeated, you create an explosion that can destroy nearby enemies.”
- Acceleration Modifier: 10%
- Max Speed: 10%
- Max Health: -25%
- Unstable: Self-destructs when eliminated
All TIE interceptor Components in Star Wars: Squadrons
Once again, the name tells you that the TIE interceptor is the Interceptor class for Team Imperial. Like the TIE bomber and TIE fighter, the TIE interceptor doesn’t have shields, so it only has five categories (instead of six) for its Components. Assign already-unlocked Components or spend earnable Requisition points to unlock what you don’t yet have.
Every detail about the TIE interceptor below has been transcribed from in-game info gleaned in a recent hands-on preview.
TIE interceptor Primary Weapon Components
There are four Primary Weapon Components for the TIE interceptor.
Standard Sienar L-s1 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
- Rate of Fire: 9.1 Shots/Second
- Recharge Rate: 5.00 Energy/Second
- Ammo Capacity: 182
- Max DPS: 681.82
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Plasburst Laser Cannon
“The longer you hold the button, the more powerful the shot will be when you release. Has a short max range.”
- Requisition unlock
- Charge Weapon
- Rate of Fire: 1.0 Shots/Second
- Max DPS: 882.00
- Range: 600.00m
- Projectile Speed: 2,000.00m/s
- Single Shot
- Close Range
Sinear Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
- Rate of Fire: 8.0 Shots/Second
- Recharge Rate: 5.00 Energy/Second
- Ammo Capacity: 140
- Max Ion DPS: 1,680.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sienar R/A Rapid Fire Cannon
“Fires extremely quickly, but with a short clip and short range. Ideal for hit-and-run tactics, and very dangerous up close.”
- Requisition unlock
- Rate of Fire: 16.7 Shots/Second
- Recharge Rate: 15.00 Energy/Second
- Ammo Capacity: 90
- Max DPS: 666.67
- Range: 600.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Close Range
TIE interceptor Left and Right Auxiliary Components
There are six Left and Right Auxiliary Components for the TIE interceptor.
Sienar Emergency Repair System
“Regenerate hull integrity over a short duration. Stay alive longer, even when under fire.”
- Hull Healing Over Time: 50.00 HP/s
- Cooldown: 30.0s
- Duration: 8.0s
Sienar Anti-Starfighter Missile
“Has a very fast lock time with a smaller payload, this missile is ideal against fast targets you can’t pin down.”
- Lock-On Time: 1.25s
- Lock Zone: 2.50
- Cooldown: 2.50s
- Ammo Capacity: 8
- Homing Weapon
- Lock-on Range: 1,000.00m
- High Tracking
- Damage: 375.00
Sienar XG-9 Cluster Missile
“Fires a cluster of missiles at the same target. Great against tough targets. Always uses one ammo per use.”
- Max Number of Targets: 4
- Projectile Speed: 400.00m/s
- Rate of Fire: 1.0 Shots/Second
- Cooldown: 8.00s
- Ammo Capacity: 5
- Lock Required
- Lock-on Range: 1,000.00m
- Lock-on Time: 0.75s
- Lock Zone: 9.00
- Damage: 450.00
Sienar Targeting Jammer
“Temporarily hide from enemy radar. You can get closer to AI ships without being attacked.”
- Requisition unlock
- Cooldown: 30.00s
- Self Stealth
- Duration: 5.00s
Sienar Seeker Mine
“Drops a mine behind you. The mine will lock on and chase any enemy that gets too close, exploding on impact.”
- Cooldown: 6.00s
- Ammo Capacity: 6
- Arming Range: 200.00m
- Life Span: 30.00s
- High Tracking
- Damage: 900.00
Sienar Onslaught Rockets
“Rapidly fires missiles straight ahead. Capable of dealing very high damage if your aim is true or you’re close enough that it doesn’t matter.”
- Rate of Fire: 4.0 Shots/Second
- Projectile Speed: 1,000.00m/s
- Cooldown: 0.25s
- Ammo Capacity: 40
- Range: 1,000.00m
- Damage: 100.00
TIE interceptor Countermeasures Components
There are four Countermeasures Components for the TIE interceptor.
Sienar XX-5 Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
- Cooldown: 12.00s
- Ammo Capacity: 4
- Range: 2,275.00m
- Number of Targets: 2
Sienar Sensor Inverter
“Redirects a missile locked onto you back towards your target. Only works at very close range.”
- Cooldown: 18.00s
- Ammo Capacity: 2
- Area of Effect: 300.00m
Chaff Particles
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
- Requisition unlock
- Cooldown: 9.00s
- Ammo Capacity: 3
- Life Span: 3.00s
- Area of Effect: 200.00m
Sienar Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
- Requisition unlock
- Cooldown: 26.00s
- Ammo Capacity: 1
- Duration: 4.00s
TIE interceptor Hull Components
There are four Hull Components for the TIE interceptor.
Sienar Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Sienar Reflec Hull
“Prevents enemies from targeting you at long range, but your hull integrity is lower.”
- Requisition unlock
- Max Health: -30%
- Self Stealth
- Self Stealth Range: 1,500.00m
Sienar Laminasteel Hull
“Your ship takes much less damage from Auxiliary components like missiles, but takes more damage from Primary components like lasers.”
- Requisition unlock
- Secondary Damage Modification: -50%
- Primary Damage Modification: +20%
Sienar Dampener Hull
“Enemies take longer to lock-on to you, but you have less hull integrity. Counters lock-on weapons such as Tractor Beams and Ion Missiles.”
- Requisition unlock
- Lock-on Adjustment: +100%
- Max Health: -10%
- Sensor Jammer
TIE interceptor Engine Components
There are four Engine Components for the TIE interceptor.
Standard Twin Ion Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Twin Microthrust Engine
“Slower max speed and acceleration, but with faster turns. Great for keeping starfighters in your sights.”
- Requisition unlock
- Manoeuvrability Modifier: 30%
- Acceleration Modifier: -30%
- Max Speed: -30%
Twin Thrust Engine
“Max speed is much higher, but acceleration and deceleration are lower. Great for hit-and-run tactics.”
- Requisition unlock
- Max Speed: 30%
- Acceleration Modifier: -30%
- Manoeuvrability: -30%
Twin Propulsion Engine
“Your ship can reach max speed and stop quickly. Great for out-flying enemies trying to get behind you.”
- Requisition unlock
- Acceleration Modifier: 100%
All TIE reaper Components in Star Wars: Squadrons
The TIE reaper is the Empire’s Support ship and the only one with shields. This means it has six categories of Components to choose from (instead of five), where you can select available Components from those already unlocked or ones you’ve spent earnable Requisition points on.
Everything below has been transcribed from in-game TIE reaper information that I scoured through in a recent hands-on session with a pre-release version of Squadrons.
TIE reaper Primary Weapon Components
There are three Primary Weapon Components for the TIE reaper.
Standard Sienar L-s1 Laser Cannon
“Deals good damage at a decent rate with an average capacity. A great all-around choice but doesn’t excel in any category.”
- Rate of Fire: 8.0 Shots/Second
- Recharge Rate: 9.00 Energy/Second
- Ammo Capacity: 182
- Max DPS: 440.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sienar Ion Cannon
“Deals high damage to shields and can disable Starfighters and subsystems.”
- Rate of Fire: 8.0 Shots/Second
- Recharge Rate: 9.00 Energy/Second
- Ammo Capacity: 140
- Max Ion DPS: 1,680.00
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Automatic
- Normal
Sinear Au-8 Guided Laser Cannon
“Deals good damage at a decent rate with an average capacity. It’s much easier to hit enemies than the unguided laser but deals less damage per shot.”
- Rate of Fire: 8.0 Shots/Second
- Recharge Rate: 9.00 Energy/Second
- Ammo Capacity: 237
- Auto-aim Weapon
- Max DPS: 211.20
- Range: 1,000.00m
- Projectile Speed: 2,000.00m/s
- Normal
- Automatic
TIE reaper Left and Right Auxiliary Components
There are nine Left and Right Auxiliary Components for the TIE reaper.
Sienar Tactical Supply Droid
“Launches a droid that will repair and give ammo to the first ally that gets near it. Keeps your team in the fight. Can have up to 3 active at a time.”
- Cooldown: 8.00s
- Ammo Capacity: 6
- Life span: 60.00s
- Total Ammo Resupplied: 100%
- Total Health Healed: 50%
- Arming Range: 200.00m
- Range: 900.00m
Sienar Deployment Turret
“Drops a turret behind you that will automatically fire at nearby foes. Lasts for a duration, until destroyed or if you die.”
- Cooldown: 10.00s
- Ammo Capacity: 6
- Rate of Fire: 1.0 Shots/Second
- Projectile Speed: 135.00m/s
- Life Span: 25.00s
Carbanti Targeting Beacons
“Auto-targets nearby enemies and marks them. Marked targets cannot use countermeasures, take additional damage, and are easier to lock on to for a duration. Helps your team eliminate targets much faster.”
- Cooldown: 30.00s
- Lock-on Range: 1,250.00m
- Marks Target
- Duration: 20.00s
- Max Number of Targets: 4
- Incoming Damage Multiplier: 130%
Sienar Squadron Mask
“Temporarily hides all nearby allies from enemy radar. Helps your team ambush enemies or retreat safely.”
- Requisition unlock
- Cooldown: 20.00s
- Group Stealth
- Duration: 10.00s
- Lock-on Range: 750.00m
Sienar I-7 Ion Missile
“Lock-on projectile that disables Starfighters. Deals high shield and subsystem damage on Capital Ships. Double-tap to fire without a lock.”
- Lock-on Time: 1.00s
- Lock Zone: 2.50
- Cooldown: 20.00s
- Ammo Capacity: 12
- Homing Weapon
- Lock-on Range: 1,500.00m
- Medium Tracking
- Ion Damage: 6,000.00
Sienar Ion Torpedo
“Deals very high shield and subsystem damage. Has a very long lock-on time, but can fire from long range. Ideal vs Capital Ships.”
- Requisition unlock
- Lock-on Time: 3.03s
- Cooldown: 25.00s
- Ammo Capacity: 3
- Lock Required
- Lock-on Range: 1,500.00m
- Low Tracking
- Area of Effect: 125.00m
- Ion Damage: 24,000.00
- Minimum Lock-on Range: 500.0m
Sienar Tactical Tractor Beam
“Dramatically slows down enemy starfighters but has no effect on Capital Ships. Great for catching fast ships, especially on defence. Requires a lock.”
- Lock-on Time: 2.50s
- Lock Zone: 90.00
- Cooldown: 10.00s
- Lock Required
- Lock-on Range: 750.00m
- Slows Target
- Duration: 7.50s
Sienar Tactical Shield
“Auto-targets a nearby ally you can see and gives them bonus shields on top of their own.”
- Cooldown: 15.00s
- Ammo Capacity: 10
- Homing Weapon
- Lock-on Range: 2,000.00m
- Tactical Shield Health: 500.00
- High Tracking
Sienar Seeker Mine
“Drops a mine behind you. The mine will lock on and chase any enemy that gets too close, exploding on impact.”
- Cooldown: 6.00s
- Ammo Capacity: 6
- Arming Range: 200.00m
- Life Span: 30.00s
- High Tracking
- Damage: 900.00
TIE reaper Countermeasures Components
There are three Countermeasures Components for the TIE reaper.
Sienar Sensor Jammer
“All locked-on missiles lose you as a target and no-one can lock on to you for a duration. Always effective at any range, but with a long cooldown.”
- Cooldown: 26.00s
- Ammo Capacity: 1
- Duration: 4.00s
Chaff Particles
“Drop a cloud behind you that breaks locks and stops all auxiliary projectiles. Fly straight to ensure missiles hit the cloud. Can protect Capital Ships.”
- Requisition unlock
- Cooldown: 9.00s
- Ammo Capacity: 3
- Life Span: 3.00s
- Area of Effect: 200.00m
Sienar XX-5 Seeker Warheads
“Fires multiple projectiles behind you that intercept missiles locked on to you. Is effective even when turning and at long ranges.”
- Requisition unlock
- Cooldown: 12.00s
- Ammo Capacity: 4
- Range: 2,275.00m
- Number of Targets: 2
TIE reaper Hull Components
There are four Hull Components for the TIE reaper.
Sienar Ferroceramic Hull
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Sienar Deflector Hull
“Increased shields, decreased hull integrity. Useful because shields regenerate while hull integrity doesn’t.”
- Requisition unlock
- Shield Max Health: 30%
- Max Health: -35%
Sienar Reinforced Hull
“Increased hull integrity, but turning and changing speeds takes longer. Ideal if you’d rather take more incoming fire than usual.”
- Max Health: 60%
- Acceleration Modifier: -35%
- Manoeuvrability Modifier: -25%
Sienar Agile Hull
“Trade hull integrity to turn and change speed faster. Ideal for hit-and-run tactics and out-flying foes.”
- Requisition unlock
- Acceleration Modifier: 15%
- Manoeuvrability Modifier: 15%
- Max Health: -20%
TIE reaper Shields Components
There are four Shields Components for the TIE reaper.
Standard Sienar Deflector Shield
“A standard deflector shield that provides a good balance between damage resistance and energy regeneration.”
Sienar Resonant Shield
“Rapid laser ammo generation when shields are fully Overcharged. Lower max shields.”
- Requisition unlock
- Bonus Laser Regeneration: +100%
- Overcharged Regeneration: -50%
- Shield Max Health: -25%
Sienar Scrambler Shield
“Significantly increases enemy lock-on time if you have 100% shields or higher. Takes longer for shields to start regenerating.”
- Requisition unlock
- Lock-on Adjustment: +200%
- Shield Regeneration Delay: +200%
Sienar Fortified Deflector
“Max shields are higher but regenerate slowly. Allows you to survive significantly more enemy fire.”
- Requisition unlock
- Shield Max Health: 20%
- Shield Regeneration: -25%
TIE reaper Engine Components
There are four Engine Components for the TIE reaper.
Standard Twin Ion Engine
“No bonuses or drawbacks. A good all-around choice, but doesn’t excel in any category.”
Twin Propulsion Engine
“Your ship can reach max speed and stop quickly. Great for out-flying enemies trying to get behind you.”
- Requisition unlock
- Acceleration Modifier: 100%
Twin Microthrust Engine
“Slower max speed and acceleration, but with faster turns. Great for keeping starfighters in your sights.”
- Requisition unlock
- Manoeuvrability Modifier: 30%
- Acceleration Modifier: -30%
- Max Speed: -30%
Twin SLAM Engine
“Decreases max speed, but your ship now generates boost if any power is in Engines. The more power, the faster it generates.”
- Requisition unlock
- Passive Boost Generation Rate: +40%
- Max Speed: -20%