If the tokens are stripped before the attack, you could do okay damage with 2 attack dice.
That's actually a really good call. Let's try "Shrieker" Flares take three!
There are two tweaks I'm pondering - instead of discarding an evade and a focus it could hit every focus token on the defender, and there's the potential to bring it up to 3 points if it still seems a bit on the nose.
What I feel will often kill a ship within this game is a combination of poor choices for generics due to them being overcosted, or often a lack of customizability in the form of passive upgrade types (Systems, Tech, Crew, etc). This is apparent especially with our good friends the Viper and M3-A, who lack many of these options, the Syck especially, and the StarViper title being unique and with a crappy set of criteria for it, AND no elite generic. You've essentially addressed enough of these problems to make it not just functional in the game, but extremely desirable. :3c
This is absolutely true - I noticed when working on these fixes that while the Kihraxz ace pilots needed some support, the StarViper was really wanting on the whole spectrum. Its aces really suffered from having too low pilot skills, being too fragile and too expensive. The generic pilots simply had no options, leaving them flying overpriced butterflies with no way to fix that.
Those are all great cards. Would definitely bring the Kihraxz back into the mix with more emphasis on ordnance which is very healthy for the meta. I would say the "Shrieker" Flares should do max 1 damage and keep the 3 attack dice OR whether it hits or not (similar to Flechlette Torpedoes) it removes all focus tokens from the target. Flares from ships never technically have to "hit" they just interrupt a pilot's sight and "focus," so you could go off of that and only have the "Shrieker" Flares remove focus tokens, retain the 3 attack dice, and do no damage since they would automatically remove focus tokens.
When I was brainstorming fixes for the Kihraxz, I kept coming back to the things that brought the T-70 so far above the T-65 - an inherent boost, a vastly better dial and an extra shield. An early draft had pretty similar fixes being applied to the Kihraxz, but part of the beauty of this game is that there are so many different knobs to tweak. I love that I can take a ship that's a clear equivalent to the T-65, but give it some perks in a way that are completely different to the perks on the T-70. It helped a lot that the generic K-Fighter pilots are currently far stronger than the aces. The 5x Marauder build isn't winning any tournaments, but it's not underpowered either, and the classic glittercrack Black Sun Ace is a fantastic ship to round out a squad with. This let me aim my cards more toward the Kihraxz aces than generic pilots.