The Kihraxz

By Shot in the Dark, in X-Wing

Hm, I'm sure this may have been mentioned elsewhere already, but maybe in an effort to "catch up" Scum to the Rebel/Imperial Aces/Vets, they'll do a 3-ship Scum Most Wanted 2 (Mostest Wanted, lol)... possibly including the Starviper, M-3, and Kihraxz.

Surely if 2 people came up with this idea within a minute of each other, surely someone at FFG can come up with the same idea and put it into practice.

Its a good ship, I wouldove some more pilots. But I don't think it needs help really.

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

-- TOTAL ------- 100/100p. --

This list is currently undefeated for me, has torn through regen rebels, brobots and what not.

Was so strong for me several people were shocked I did not run it for my store championship.

Its a good ship, I wouldove some more pilots. But I don't think it needs help really.

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

-- TOTAL ------- 100/100p. --

This list is currently undefeated for me, has torn through regen rebels, brobots and what not.

Was so strong for me several people were shocked I did not run it for my store championship.

Does me very well also.

The Cartel Marauder I think is in a pretty good place, but Talonbane, Graz, and the Black Sun Ace all pay too many points for what they get over the Cartel Marauder.

This was really what I meant when I started the thread. I like fly aces, we need new and better options.

Its a good ship, I wouldove some more pilots. But I don't think it needs help really.

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

-- TOTAL ------- 100/100p. --

This list is currently undefeated for me, has torn through regen rebels, brobots and what not.

Was so strong for me several people were shocked I did not run it for my store championship.

... sooooo... why didn't you run it?

(I've killed it twice though, once with aces, once with ordnance. can still be a little bit of a bear to fly.)

Also, its kind of boring after the 5th game.

Edited by Blail Blerg

I think the illicit slot will give it plenty of tricks, especially as they release more.

Personally, I look forward to trying Talonbane with a Cloaking Device. Good way to get into the fray.

I love my Kihraxz, but they are very hard to do well with in a competitive sense. Slightly overpriced, the hull/shield balance is not great for the critical chances, and the lack of action bar diversity hurts. Personally, an evade action in addition might have justified the extra cost- it wouldn't make it an extremely maneuverable interceptor (with the possible boost/barrel roll most people think is the answer) but a tough dogfighter that has some more defensivedefensive options.

Edited by Ikka

Its a good ship, I wouldove some more pilots. But I don't think it needs help really.

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

Kihraxz Fighter: Cartel Marauder (20)

-- TOTAL ------- 100/100p. --

This list is currently undefeated for me, has torn through regen rebels, brobots and what not.

Was so strong for me several people were shocked I did not run it for my store championship.

... sooooo... why didn't you run it?

(I've killed it twice though, once with aces, once with ordnance. can still be a little bit of a bear to fly.)

Also, its kind of boring after the 5th game.

I like to try new things, just got my hands on the advanced prototype and had to try it. There are way to many ships for me to play the same list for a long time.

Kihraxz should have gotten the mech slot too. It's really missing it.

Fact is, if you have 20 points left over you will not take a K, with guidance chip out I'll rather take a Z with a nice missile. You will get a named Z with missile for those 20 points.

A EPT would be nice that allows an action at the beginning of the combat phase (not an additional action, but take the action at beginning of combat phase instead). The usual Ace (Soontir, Phantom,etc) could not make great use of that, but mid-PS ships would gain something (be able to TL, or some repositioning etc).

Well the thing is the X-wing has torpedo and astormech while the Kihrax has missiles and illicit. But yeah it just so happens that right now astromechs are better than illicits (R2-D2, R3-A2) and the torpedoes has made it into the meta while missiles are still MIA.

I think the illicit slot will give it plenty of tricks, especially as they release more.

Personally, I look forward to trying Talonbane with a Cloaking Device. Good way to get into the fray.

the common mistake is to use the cloak as if it were a phantom. You want to use it as a 2 straight or 2 barrel roll free move. It would be best to take EU on talonbane cobra to help you close into that range 1 gap. You can cover a lot of ground fairly easy and get within range 1 with the 2 straight decloak and the boost. After that expect all ships to concentrate all firepower on Talonbane (best take some thugs to plink at their ships as they continue to chase Cobra Commander in his Klingon bird of Prey.)

People have done well with 5 generic Kihraxz Fighters and won Store Champs with it. I'm also wanting to try:

2 x Cartel Marauder w/ Feedback Array

Cartel Marauder

Cartel Space w/ Hvy Scyk, Ion Cannon

Cartel Space w/ Hvy Scyk, Tractor Beam

My only problem is I don't have the 3rd Kihraxz. I might have to put on a Scyk w/ Mangler instead.

Title: Dune Runner (1 Point)

Add an additional (Illicit) slot to your upgrade bar.

4x Cloakstim Marauders. Burstier Talonbane. Flavorful, distinct, and hopefully unbroken (could make it 0 points and eat the Mod slot instead).

Edit: Oh! Or...

Illicit (Or K only Modification): Overcharged Drive (2 points)

After you complete a maneuver, you may perform a free boost or barrel roll action. Then assign 1 ion token (or one face down damage card? Option of either?) to this ship.

Edited by DerFrownmacher

The abillity to add salvaged astromechs to them would help a lot.

Edited by Plato

You'll just have to wait for Scum Aces/Veterans then. And hope they don't just go Scyk and Viper first, otherwise you might be in for a long wait.

While I agree, I feel those are the two ships that need help the most.

That said, even if the Khiraxz isn't included, they could still provide something that helps multiple ships.

3 Kihraxzs'sxz's and a YV-666 makes for a decent/fun list. You have quite a few points to spend on kitting out however you want. I'm not sure how to feel about possible Scum Ace packs because, I don't have any need for a sixth Kihraxz...

the special K, just like the X-wing and any other jouster, needs one of two things to actually be worth playing

thing 1.) a different kind of maneuver-independent movement to distinguish them from arc-dodgers. I'd love a boost/roll at the time of current decloak, just to make them not so ludicrously easy to predict

thing 2.) some good dice mods such that actually predicting the opponent rewards you with more than RNG related failure

hilariously, jumpmasters are jousters done correctly, despite being large based PWTs. They've got large ship b-rolls for flexibility, letting them block at the cost of firing their torps, and they've got some incredible, reliable punch for when it comes time to sling dice at enemy aces

Edited by ficklegreendice

I think mind link can give the kihraxz some action economy which helps them out a bit, and I haven't been in a position when I have had need to k turn with every ship so the stress side of the link hasn't been a problem.