Anyone getting this guy to work? I don't play Scum all that often myself, but I ran a demo game last week, and one of the new hopefuls wanted to play Scum, so I let him have a go with the Kihraxz ace. In a 50 point battle he proved quite powerful, but is he any good in a 100 point match?
Talonbane Cobra builds
In my experience he's best used as an alpha strike. Glitterstim and crackshot is about all he needs. He's ps9 so you'll know when you've lined up a range one shot, take a TL, pop the stims and light someone up. If you get another shot or two of lf your golden.
He's too squishy and unmanoueverable to try and build up into a super ace.
all the secondary weapons right now strip Cobrabane of half of his ability but if you can get that range 1 5 dice dice shot and pair it with crack shot you can do some serious damage
I honestly prefer the generics. 20pts is a great price for a 3-attack ship that can pull a hard-1, and three hunting in a pack can lay some serious damage in a joust, and hard turn on the spot to keep many better ships in arc. Great mix of knife fighter and jouster imo, and leaves you 40pts for a souped up trandoshan, guri, etc.
Blacksun ace with glittercrack is a nasty beast for 26pts, too, but comes in a tiny bit too expensive for my tastes.
He has a nasty target shaped birthmark on his chest if he's the only ace in a list.
The only game I've played aganst him, he was a kipper and I smoked him for breakfast.
Talonbane does a HUGE alphastrike when done correct. But he also has these BIG crosshairs painted on his back. Everybody wants to kill him, same like Wedge.
He does fine with Predator, Glitterstim is cheaper, but difficult to survive the turn after Glitterstim.
So do not overload him, waste of points, while everyone is going after him, the rest of your squad mobs up.
As said above if he survives longer, fine, he will do serious damage, but mostly he does survive not long enough.
Edit: ninjaed ![]()
Yeah don't invest in him too heavily glitterstim and an ept is enough your only likely to get one good alpha from him before he pops.
Halonbane Cobra

Glitterstim seems powerful. Any experience with Lightning Reflexes and/or Inertial Dampeners? Seems like it would be important to ensure he always shoots, no matter what, and those two are reasonably cheap ways of doing that.
Glitterstim seems powerful. Any experience with Lightning Reflexes and/or Inertial Dampeners? Seems like it would be important to ensure he always shoots, no matter what, and those two are reasonably cheap ways of doing that.
1 hards and multiple k-turn options help him to maintain shots.
Is Engine Upgrade too expensive for him? I would use it just to ensure Range 1.
Glitterstim seems powerful. Any experience with Lightning Reflexes and/or Inertial Dampeners? Seems like it would be important to ensure he always shoots, no matter what, and those two are reasonably cheap ways of doing that.
Lightning Reflexes can be super useful, and helps set up that perfect Glitterstim shot. If I'm trying to shave some points, def. grabbing Lightning Reflexes or Crackshot, but I usually put Predator in the EPT.
I run him with engine and PTL successfully, but I always have a second decent ace (for Scum anyway) to run as a flanker because as noted above, he is a juicy target.
With a Mist Hunter or Dengar on the table, he will be a lot better.
Edited by balindamoodI like using Expert Handling to give him valuable repositioning options. Then I run Glitterstim so he can modify his attack following an EH barrel roll. It's not too expensive of a setup but it's pretty effective.
Using COOOOOOBBBRRRAAAAAAAA! (sorry, couldn't help myself) as an alpha strike only is a pretty expensive alpha strike. While he is not very maneuverable, he can act as a flanker for you. If your opponents go after him first, light them up with the rest of your list. If they ignore him, position COOOOOOBBBRRRAAAAAA! in a way that constantly pits your opponent in choosing between two unfavorable moves.
I see this ship's role as control via threat. Don't want your opponent to go a certain direction? Place the snake there and dare them to joust or move away and be struck by the rest of your list.
Edited by Stone37I like using Expert Handling to give him valuable repositioning options. Then I run Glitterstim so he can modify his attack following an EH barrel roll. It's not too expensive of a setup but it's pretty effective.
That's an interesting idea. Barrel rolling after a 1-turn makes him pretty mobile, and at PS9 he can actually shake those target locks.
Call my crazy but I have run him with:
Ptl
Engine upgrade
Glitterstim
This lets him get in and bring his 5 dice glitterstim target locked attack. It does however leave him screwed for a few turns. It is extremely devastating however and had worked great for me.
Call my crazy but I have run him with:
Ptl
Engine upgrade
Glitterstim
This lets him get in and bring his 5 dice glitterstim target locked attack. It does however leave him screwed for a few turns. It is extremely devastating however and had worked great for me.
I too have thought about that... but good Lord it takes up a lot of the list's points!
I still can't believe that FFG made another X-wing like ship already knowing the problems it is having in the game...
His only problem is he's five hit points behind two agility that just doesn't last that long when your the prime target he's too strong to be left alive.
But with dengar around you have a choice high ps PWT that can broll and potentially double tap or five attack ace whole tear you a new one, you can't ignore either but you don't want dengar around end game but he's going to be harder to catch.
He should be run as a cheap ace, not an all-in ace really, but that's a role he can fill nicely. Expert Handling and Glitterstim seems like a good combo as others have mentioned. Or just use Predator or Lone Wolf and abuse his great dial.
I agree with Crackshot and Glitterstim. He rocks with just those two upgrades. To help mitigate the target on his back, make sure there is at least one other hard hitting ship in your list, so your opponent will have to choose between Talonbane and the other ship to focus on.
Cloak+Stygium+ maybe Juke (Predator is probably a safer bet, but not as fun).
Not out 'til the middle of next month, but not bad for 34 pts.
Anyone getting this guy to work? I don't play Scum all that often myself, but I ran a demo game last week, and one of the new hopefuls wanted to play Scum, so I let him have a go with the Kihraxz ace. In a 50 point battle he proved quite powerful, but is he any good in a 100 point match?
Well, he's PS9, rides an iron rake with no repositioning and doesn't have those green hard turns, upgrade slots or regen.
Imagine Wedge with no Astromech slot. yep, that's his Bro. he hits like a truck but only if your enemy is a duck
and unlike wedge he has no BB-8 for the shenanigans.
so you HAVE to slap Engine Upgrade on him for the movements (who needs an ace with not even a CHANCE to reposition)
you'll have to slap PTL on him to make worth of his 5-dice atacks
but
BUT
we're soon to get a S&V Buffer: Manaroo (it's like a man-kangaroo hybrid!)
who MIGHT help him with that, giving you the ability to drop PTL for VI because you'll get the TL and focus from her
I'll need to test that, but as his great fan and Kihraxz fan I'll do it as soon as I get to see the full details on Jumpmaster
Edited by WarpmanI like using Expert Handling to give him valuable repositioning options. Then I run Glitterstim so he can modify his attack following an EH barrel roll. It's not too expensive of a setup but it's pretty effective.
Absolutely agreed. Barrel-roll is the single best thing to add to his kit (with the gravy of being better vs TLTs, FCSs, and Ordnance).
Why? 'Cause suddenly, he's an Arc-Dodger.
Also, repositioning enables his pilot ability. +2 to attack or defense dice, when coupled with arc-dodge, TL breaking, and repositioning, is godlike.
Glitterstim to buff those attacks? Tres Magnifique, though you do now have 2 stress to burn off.
Another option? Deadman's Switch.
R1 is your offensive playground, but your defense here is basically a non-entity.
However, should the enemy take advantage of that, from hell's heart I stab at thee! (Boom)