New article about the Kihraxz — Lightning Reflexes

By Danthrax, in X-Wing

I suppose my only gripe now (apart from not being convinced that they'll be amazing, but am convinced to give them a try) is that they didn't go with the lightning reflexes model

the current model is beautiful, but the artwork one looks like a space-faring ye-olde-automobile (very classy!)

ONE HARD, BABY! (wooooooo!)

20 points!!!!!!!!!!!!!!!!!

(2k turns :o)

well I said I'll try it, and now I have to :P

also, I just noticed talonbane's killing a scyk. prophetic?

I'd do wish they'd stop if with all the extra green dice abilities on the PS 6 and the defensive portion of the PS 9. ****'s not reliable <_<

Oh look, the "rogue squadron pilot" has an ept without paying for r2-d6

breathe a sigh of relief, boys. FFG has learned!

...except that the PS 6 doesn't have an EPT and yet is taking reflexes...

you heard it here first FFG condones Cheating.

Okay quick question on Lighting Reflexes. If i move that green or white move and run into a ship. I still can use Lighting Reflexes. BUT do i still stay bumped? Because if you do that becomes pretty awesome for the simple fact that getting turned around after you bump could be very good.

Okay quick question on Lighting Reflexes. If i move that green or white move and run into a ship. I still can use Lighting Reflexes. BUT do i still stay bumped? Because if you do that becomes pretty awesome for the simple fact that getting turned around after you bump could be very good.

I imagine yes. It would be like ...

  • Execute your maneuver.
  • Bump.
  • Discard LR to turn your ship around in place.
  • Skip your action because you bumped.
  • Take a stress token, per LR's instructions.
Edited by Danthrax

Welp, that's a five off purchase now

I'm not getting this... the "Check Pilot Stress" step happens before the "Action" step right? So what's the point of highlighting "after" if you still can't do actions since you get a stress token?

dang. X-Wings look even worse now. Hopin' we see some X and Y-wing love for Rebels soon.

Lightning reflexes... combine it with inertial dampeners....

Edited by Bloodstripe Baron

Looking at the dial a little closer really makes me wonder how this ship will work best. It obviously can't slow roll as well because it doesn't have the 1 straight, but it does have 1 hard turns. I think it is going to be an awesome knife fighter, that is going to hit quite hard.

Is it better at knife fighting than the B wing though? 2 points cheaper, way less red on the dial, but no barrel roll. Maybe Expert Handling will make a comeback on the PS5 :P

I'm not getting this... the "Check Pilot Stress" step happens before the "Action" step right? So what's the point of highlighting "after" if you still can't do actions since you get a stress token?

Because if you took the stress immediately, but performed a green maneuver, you would end activation with no stress (just like how the Dauntless title works).

The EPT thing with generics bothers me too. The generic Scum Firespray can take one, but a named Imp, Krassis, can't. Frustrating.

Lightning reflexes... Doesn't that mean any ship whih a hard white maneuver essentially has a white kturn? You end up stressed but you still get the action...

You do not get the action.

Page 7 of the core rules spells out the steps of how a ship activates.

1. Reveal Dial

2. Set Template

3. Execute Maneuver

4. Check Pilot Stress

5. Clean Up

6. Perform Action

Lightning Reflexes will stress a pilot after "Check Pilot Stress" and prior to "Clean Up". The pilot will then be stressed during "Perform Action" and not be able to perform an action.

The EPT is worded the way it is so that it functions differently from the Dauntless title, which interrupts "Execute Maneuver" to allow for a free action at the cost of a stress token. That stress token is then removed during "Check Pilot Stress" if the maneuver was green. They clearly don't want Relfexes working the same way.

Looking at the dial a little closer really makes me wonder how this ship will work best. It obviously can't slow roll as well because it doesn't have the 1 straight, but it does have 1 hard turns. I think it is going to be an awesome knife fighter, that is going to hit quite hard.

Is it better at knife fighting than the B wing though? 2 points cheaper, way less red on the dial, but no barrel roll. Maybe Expert Handling will make a comeback on the PS5 :P

nothing's better than the B-wing, dang thing is too well designed and versatile

but scum can't take the B-wing :P

the special-k's closest competition seems to be the thug (especially BTL-A4 ICTs), and both ships are radically different enough to hopefully merit different spots in lists

sadly, doesn't seem the special-k will be too versatile a ship. Unlike the Y or especially the B-wing (naked, FCS, sensors, tactician, ion cannon, intelligence agent, HLC...), it doesn't really have much room for tailoring given only two upgrade slots with very limited presence (especially the hokey missile slot, unless Wave 7 gives ordinance the adrenaline shot to the junk that it needs). Might be nice just to have a good, simple 3-dice ship though and the dial seems sweet enough to allow flexibility in flying rather than in build.

The EPT thing with generics bothers me too. The generic Scum Firespray can take one, but a named Imp, Krassis, can't. Frustrating.

if you let the mistakes of the past dictate the future, then the game is never going to improve

Edited by ficklegreendice

That Lightning Reflexes move is exactly what Darth Vader does in the first episode of Star Wars Rebels' second season.

Edited by Veldrin

I want to run Lightning Reflexes on Tetran for ultimate unpredictability.

Black Sun Ace with lightning reflexes and inertial dampeners (25 points) x 4. Could be fun.

Black Sun Ace with lightning reflexes and inertial dampeners (25 points) x 4. Could be fun.

I love the ridiculous unpredictability of that build. =)

So the pace of the news articles makes it seem all but certain that Wave 7 will appear at Gen Con.

theres an unspoiled EPT that starts "Crac" and looks like another one time use EPT

Early preliminary analysis. More work needs to be done on tuning the named pilot ability calculations.

Quick decoder ring on column labels:

  • actual: actual printed cost
  • predicted: total predicted cost, including ability, dial, actions, etc.
  • PS1: PS1 equivalent cost = (AbsoluteCost - PilotAbilityValue)/(1 + (PS-1 + EPT)/24)
  • JV: brute force statline value of pilot independent of pilot skill.
  • Jousting effiency: JV / PS1 cost
    • std: efficiency in "typical" meta.
    • range: potential range of jousting efficiency depending on more extreme metas.
  • req efficiency: amount of relative damage that this pilot must do compared to its expected dice rolls in a straight-on-joust to "break even" vs a PS1 100% efficient opponent. Typically accomplished by arc-dodging, or destroying the opponent before it shoots.
  • Number after certain named pilots (i.e. Biggs4): when direct computation of pilot ability not possible, then each named pilot is assigned a value for its pilot ability. This number does affect the PS1 equivalent cost and by extension the jousting efficiency.

------------------------------------------- Kihraxz ------------------------------------
Cost | | PS1 Jousting Efficiency | req
Ship name actual|predict| PS1 | JV | std | range | eff
PS2 Kihraxz 20 | 18.7 | 19.2 | 17.9 | 93.2% | 90.9% - 95.1% | 122.4%
PS5 Kihraxz 23 | 21.7 | 19 | 17.9 | 94% | 91.7% - 95.9% | 157.6%
Graz the Hunter2 25 | 23.7 | 19 | 17.9 | 94% | 91.7% - 95.9% | 183.3%
Talonbane Cobra 28 | 28 | 20.4 | 20.3 | 99.8% | 96.4% - 102.7% | 178.6%
Graz ability temporary approximation: simply valued at 2 points
Talonbane: durability approximation: durability boost proportional to 50% of offensive boost via ability
For reference here are the X-wing pilots.
----------------------------------------- X-wings --------------------------------------
Cost | | PS1 Jousting Efficiency | req
Ship name actual|predict| PS1 | JV | std | range | eff
PS2 X-wing 21 | 18.6 | 20.2 | 18.1 | 89.7% | 87.6% - 91.5% | 131.2%
PS4 X-wing 23 | 20.1 | 20.4 | 18.1 | 88.5% | 86.4% - 90.2% | 154.5%
Tarn Mison2 23 | 21.4 | 19.4 | 18.1 | 93.3% | 91.1% - 95.1% | 154.5%
"Hobbie"1 25 | 21.9 | 20.6 | 18.1 | 87.9% | 85.9% - 89.6% | 179.7%
Biggs Darklighter4 25 | 24.9 | 18 | 18.1 | 100.5% | 98.1% - 102.4% | 179.7%
Garven Dreis2 26 | 23.6 | 19.9 | 18.1 | 91.1% | 88.9% - 92.8% | 192.9%
Jek Porkins0.5 26 | 23.6 | 19.7 | 18.1 | 91.6% | 89.5% - 93.4% | 192.9%
Luke Skywalker* 28 | 26.4 | 21 | 20 | 95.2% | 93% - 97.1% | 183.7%
Wes Janson2 29 | 25.9 | 20.3 | 18.1 | 89.3% | 87.2% - 91% | 234.7%
Wedge Antilles* 29 | 28.6 | 21.1 | 21 | 99.6% | 95.9% - 102.5% | 179%
*Luke (approximation): 20% more durability
*Wedge: as per ability
And here are the B-wings for reference.
----------------------------------------- B-wings --------------------------------------
Cost | | PS1 Jousting Efficiency | req
Ship name actual|predict| PS1 | JV | std | range | eff
PS2 B-wing 22 | 21.4 | 21.1 | 19.9 | 94.2% | 91.4% - 96.5% | 120%
PS4 B-wing 24 | 23.1 | 21.3 | 19.9 | 93.3% | 90.4% - 95.5% | 140.4%
Nera Dantels1 26 | 25.8 | 20.7 | 19.9 | 96.2% | 93.3% - 98.5% | 162.1%
Ibitsam0.5 28 | 26.2 | 22 | 19.9 | 90.5% | 87.7% - 92.6% | 185.4%
Keyan Farlander2 29 | 28.6 | 20.9 | 19.9 | 95.2% | 92.3% - 97.5% | 197.4%
Ten Numb0.5 31 | 27.9 | 22.9 | 19.9 | 87% | 84.4% - 89.1% | 222.6%

Summary:

  • PS2 generic:
    • Costed slightly on the side of caution at 20 points.
    • Could probably afford to be 19 points without risking being imbalanced.
    • Quantifiably 1 point less overcosted than the X-wing.
    • With a jousting efficiency almost as good as B-wings', they're not automatically obsolete like the X-wing is, but they also have less overall tricks than the B-wing (i.e. no system upgrade slot), and still don't have the efficiency of a Z-95 or TIE Fighter.
    • The jousting combat effectiveness of 5x Kihraxz is about 96% of BBBBZ (probably the real stat everyone cares about):

[5^2*NormalizedDurability_2_4_1*Attack_3/Attack_2] /

[(4*Attack_3/Attack_2 + 1)*(4*NormalizedDurability_1_3_5 + NormalizedDurability_2_2_2)]

= 0.96

  • ​PS5 generic: nearly identical cost progression with the PS2. If you are willing to bid to PS5 (edit: with an EPT) then it is a fair cost, at least compared to the PS2. However I think the lack of boost or barrel roll coupled with being overcosted by about a point will hurt the PS5. I don't expect to see a lot of these on top tables, although there are still worse things you could spend your points on, and KineticOperator will probably troll me by winning a large tournament with them anyway. :P
  • Graz: no EPT will hurt him. I need to do some more detailed calculations on him to get a more accurate jousting value. The jury is technically still out until then.
  • Talonbane: he's almost exactly the equivalent of Wedge: same PS, EPT, he has virtually the same jousting efficiency, and neither have any native repositional abilities. The main difference is that Wedge is more of a glass cannon, and Talonbane gets some of his value on the durability side instead. The numbers will change slightly when I calculate his durability correctly. For now I estimated his durability increase (from +2 dice at range 3+) as being worth half of the relative boost that he gets from his offensive boost. It's a back of the envelope estimation, based on most damage occurring at R1 and R2.
Edited by MajorJuggler

The article is back up on the FFG website.

The article is back up on the FFG website.

Yep. They moved the paragraph about Lightning Reflexes from Grax to Cobra, switching their names in it.

I want to run Lightning Reflexes on Tetran for ultimate unpredictability.

Juno Ecilpse with it. 1 literally any possible movement is now possible with juno.

Is giving the PS5s Expert Handling worth it? I know you stress after, sure, but some post-maneuver movement might be a good thing.