Since we have the Mk I and Mk II Twin Ion Engine, the next logical step is...

By xanderf, in X-Wing

Mk III Twin Ion Engine!

Turn all banks green and turn all hard turns white.

Cost....ehh, let's say 2. Ooookay, what about 2-point-5? Alright, alright, you guys drive a hard bargain - surely not more than 3.

:ph34r:

warp drive!! :lol:

warp drive!! :lol:

Why would you want to travel that slow?

Keep this up and we'll have our own House Party Protocol!

EU is still the better modification. At first, I thought it would be a title but it is a modification which already has plenty of good upgrades to fill that slot. Getting 2 per pack may be something but will you buy 4 so you can get 2 more green maneuvers on each of your TIE swarms?

EU is still the better modification.

Engine Upgrade is a different modification with a different effect and a very different price.

Getting 2 per pack may be something but will you buy 4 so you can get 2 more green maneuvers on each of your TIE swarms?

No, but why is that relevant?

Mk III Twin Ion Engine!

Turn all banks green and turn all hard turns white.

Cost....ehh, let's say 2. Ooookay, what about 2-point-5? Alright, alright, you guys drive a hard bargain - surely not more than 3.

:ph34r:

MK.III turns all turns green.

MK.III turns all turns green.

That's the MK.I Quad Ion Engine.

Unfortunately, there are no QIEs to equip it.

I hear the mk.IV is made using chaos emeralds that make the fighter turn yellow and become invincible.

Mk III Twin Ion Engine!

Turn all banks green and turn all hard turns white.

Cost....ehh, let's say 2. Ooookay, what about 2-point-5? Alright, alright, you guys drive a hard bargain - surely not more than 3.

:ph34r:

MK.III turns all turns green.

Oh, I dunno, that might be a bit overkill.

While the OP is certainly made tongue-in-cheek, as proposed it could probably be priced at a point where it's balanced.

It actually makes a difference from the Mk II engine in surprisingly few cases, for what it's worth. Basically, you are looking for TIEs that don't already have all their hard turns white or green in the OP proposal - which is only the TIE Bomber (only two red maneuvers turn white), TIE Defender (four red to white), and TIE Punisher (two red maneuvers to white).

Actually i've been thinking, with TIE MK 2 VS EU I think TIE MK2 is the better, it improves the T/D's action economy massively, and you can still do a barrel roll, makes PTL much more lucrative, makes the defender less predictable.

Sure the Sniper loses it's speed boost but does it really need it?

Edited by DariusAPB

The MK.IV turns all k-turns green and green become red.

...

wait

...

Thats the Q-Wing engine.

Makes the K-turns green and the pilot loses his lunch.

Mk IV twin ion engine.

Turns anything white green, anything red white any green's MUST end with a free boost action, the boost may be taken from the sides or rear of the base.

Turns pilot suit pants brown.

Edited by DariusAPB

Mk III Twin Ion Engine!

Turn all banks green and turn all hard turns white.

Cost....ehh, let's say 2. Ooookay, what about 2-point-5? Alright, alright, you guys drive a hard bargain - surely not more than 3.

:ph34r:

MK.III turns all turns green.

All white maneuvers are green making the Defender's white K turn a green.

Mk XII Twin Ion Engine.

Remove your TIE Defender from the board. Your TIE Defender now occupies all spaces on the board simultaneously. Place it back on the board anywhere, with any facing. Your pilot has turned into a large salamander and had a bunch of offspring on a swamp planet.

would that mean your opponents ships couldnt move/take actions because any movement would cause collision with the defender?

See this reminds me of : enuff dakka

''At the point in time when bullets can pass through the inter-dimensional walls when fire-power takes up the entirety and eternity of space and time all being stuck in a never-ending life and death cycle as bullets recover and destroy their bodies in quick succession, no-one able to think about anything but the sheer force of the bullets rapidly flying literally everywhere in the materium, turning the Warp itself into nothing but a sea of semi-automatic weaponry. Then, there will be enough dakka. Or, at least, almost."

The Emperor answering the question on whether there is such a thing as "enough dakka", If The Emperor Had A Text To Speech Device

Here's an interesting question, though specific to the Defender.

Would you prefer;

1) All banks are green (TIE mk2)

2) All turns are white (made up TIE mk 3)

Though you could only pick 1

Here's an interesting question, though specific to the Defender.

Would you prefer;

1) All banks are green (TIE mk2)

2) All turns are white (made up TIE mk 3)

Though you could only pick 1

Having flown with banks being green now I think that one wins, I've only ever used the hard one once while flying defenders anyway, think is you don't want the defenders so close they need to do a hard in the first place.

With white turns your not going to do well against panic attack or shooting at rebel captives.

Here's an interesting question, though specific to the Defender.

Would you prefer;

1) All banks are green (TIE mk2)

2) All turns are white (made up TIE mk 3)

Though you could only pick 1

All banks are green.

Especially with all the Tacticians, Flechette Cannons and Stressbots flying around.

TIE Mk IV: All turns are green. All banks are white. All straights are red.

It's hard to keep the two thrusters in sync, you see.

Tie MK.0

All Turns are red.

cost: -3 points

Tie MK.0

All Turns are red.

cost: -3 points

pretty much just the shuttle dial.

Tie MK.0

All Turns are red.

cost: -3 points

pretty much just the shuttle dial.

You missed the point of having 11 Tie Fighters on the board. :P

Even if they had a hard time turning.