Appreciate the kudos! However, I did not work on the AoR Core Rulebook, just the GM's Kit. I don't believe the TIE Ints make an appearance, and they were not anything I worked on. However, in defense of whoever did the work on those, I will say that statting out ships for a license like Star Wars can be tricky, because on one hand you are looking for some sort of balance, while on the other you want to stay true to the lore. It can be a difficult tightrope to walk sometimes, and of course, there are always some fans who will disagree with any given interpretation. The TIE design isn't the most sturdy overall, but the larger solar panels should probably give the INT better armor, you'd think. However, you might say some of the systems within the newer interceptor are more fragile or glitchy, and maybe it is just more prone to break down in general after taking a hit. Of course, for your own table, there's always house rules! Make the interceptor as you see it!Good luck on the hunt!
Oh I understand the game balance issue =] I was mainly talking about the lore entry for the Interceptor. I hate to say this but I dont know the rules too the game but I hope too win this book and figure them out. I can tell you from the lore the Interceptor is the least user friendly because it has two manual controls for its thrust vectoring. They vector in like a 180 x and y but you control it with your thumbs I think, unlike in real life were its completlyy computerized and in sync. This is why in the lore Interceptors are the best dog fighter in the Empire, better than Avenger and Defender, and one of the best overall out of every faction. With thoughs controls you can do alot of crazy manuvers and delayed / deceptive manuvers just like in the good old F-14 Tomcat ![]()