Fixing the Kihraxz

By TheRealStarkiller, in X-Wing

I think a -2 reduction on s.astromechs would be fair.

The point is that you would get the 'Salvaged Astromech (2 points)' for free, which allows you to discard a crit with the ship trait, which is comparable to the Integrated Astromech.

It's kinda similar, but nowhere near as good. It doesn't do anything if you don't take any crits, and doesn't do anything if you take a pilot crit. Where IA works anytime, so it's a guaranteed 1 damage blocked and gan be used on any crit.

I think a -2 reduction on s.astromechs would be fair.

The point is that you would get the 'Salvaged Astromech (2 points)' for free, which allows you to discard a crit with the ship trait, which is comparable to the Integrated Astromech.

It's kinda similar, but nowhere near as good. It doesn't do anything if you don't take any crits, and doesn't do anything if you take a pilot crit. Where IA works anytime, so it's a guaranteed 1 damage blocked and gan be used on any crit.

add the fact that astro on X WORKS itself b efore discarded

integrated astro works on hits aswell, works on 100% of crits and discards them.

the fact that Salvaged astro exists is a mockery of common sense.

2 Trandoshan Slavers and 2 Cartel Marauders come out to 98 points.

Enough room to add 4-Lom and Zuckus as crew on the bricks.

I think a -2 reduction on s.astromechs would be fair.

The point is that you would get the 'Salvaged Astromech (2 points)' for free, which allows you to discard a crit with the ship trait, which is comparable to the Integrated Astromech.

It's kinda similar, but nowhere near as good. It doesn't do anything if you don't take any crits, and doesn't do anything if you take a pilot crit. Where IA works anytime, so it's a guaranteed 1 damage blocked and gan be used on any crit.

add the fact that astro on X WORKS itself b efore discarded

integrated astro works on hits aswell, works on 100% of crits and discards them.

the fact that Salvaged astro exists is a mockery of common sense.

It was a perfectly fine astro (and I still think it has potential on Tel, though I prefer r5p8 generally) before IA made it look rather less cool.

Again it is now called the Klingon :P

There is only a single Starviper with an illicit ... so this can't be the reason. *Edit: Oh yes ... green S-loops* It would just allow too many unforseen combinations with other ships having a good deal of upgrade slots like the YV666 or even the Firespray

Anyways, I told about a title for Kihraxz

With the Unhinged Astromech, the Kihraxz could make a good use of PTL + Engine Upgrade, for example.

The title would be the obvious choice for a fix as it currently doesn't have any title upgrades as of yet (same for the X-wing). Right now though I am enjoying Talonbane with cloaking device and EU for some serious rush in and burst damage. Too bad there is no missile to suit him (maybe homing missile but that is expensive). But I really can't complain Talonbane practically has infinite prockets.

Might be a good candidate for a ship-type only modification like B-wing/E2 or BTL-A4.

Perhaps the action bar gains a barrel roll icon, but you can only barrel roll using the bank 1 template.

Or a ship-type illicit. When you overlap an enemy ship, remove one shield token from that ship, and you recover one shield up to your maximum.

Might be a good candidate for a ship-type only modification like B-wing/E2 or BTL-A4.

Absolutely!

Although I've pooh-poohed the suggestion that the Kihraxz needs a "fix" (I've had an inordinate amount of fun and success flying these bad boys), there's obviously plenty of room for new pilots and design space available for them, and increasing the options available for a ship is always welcome.

We've had 0 point Modifications and Elite Talents, there's surely the option in future for 0 point Illicit slots as well (although they would need to come in a form which doesn't buff the already powerful JM5K and IG-2000 - maybe a "small ship only" upgrade?)

There's also the possibility of a 0 point Title, with "Vaksai" being an obvious contender.

Edited by FTS Gecko

Illicits might be tough vehicles for fixes, though. Their nature seems to dictate a 'trade a bad thing for a good thing at the right time' style. So yeah, they might give a boost but I don't know whether an underlying 'fix' would come from there. Much more likely to be a title... but then you have the Syck and Starviper at the front of that particular queue.

Maybe if next wave grants us both an Aces and Epic set for Scum we might get the opportunity for 3 new titles, though.

I think the khirax is in the same position as pre IA X-wing.

The fact that you can squeeze 5 of them in a 100p list makes a diffrence. I have played vs 5 khirax twice and they are deadly but usually suffer the same fate as BBBBZ or the 4 adv B before them. If the dice are a bit in your favour and you don't face either a good arc dodger player or a superior joust list you will do fine but rarely all the way through the top cut.

Talonbane was a pilot I thought would be the cool Scum ace that would rival ones from the other factions but his ability have a big counter. Secondary weapons, HLC or mangler cannons, TLT and now even torps from the wolfpack.

Graz the hunter have a pretty good ability but like so many other cool pilots the lack of ept is a big hit, especially when we now have so many good 1p talents and even a 0 cost one.

The ship is fine as a role filler or joust machine but just like the X-wing if you want any other thing from a ship there are better alternatives.

I don't think the khirax really need a fix but a nudge to give it something uniqe to contribute to lists.

K-fighter only illicit: Supercharger

You may select speed 1 or 5 straight or 3 speed turns when revealing dial instead of the chosen maneuver. Treat the new maneuver as Red.

If you select a K-turn, add one stress after activation phase.

Opens up the dial some. I dunno, how much does the K-fighter really need to be 'competitive'?

Maybe something that adds s-loops to the dial? Or an illicit that you can discard to make a red maneuver white (or even green)? I think making it something simple or discarded is the way to go (and is in keeping with every other illicit, which is one use, has a downside, or both).

Kihraxz doesn't need a fix. It needs more ace pilots and maybe a title or modification that gives it an additional role, but the underlying chassis is fine.

K-fighter only illicit: Supercharger

You may select speed 1 or 5 straight or 3 speed turns when revealing dial instead of the chosen maneuver. Treat the new maneuver as Red.

If you select a K-turn, add one stress after activation phase.

Opens up the dial some. I dunno, how much does the K-fighter really need to be 'competitive'?

More likely something that allows you to increase or decrease the speed of a revealed maneuver by 1.

K-fighter only illicit: Supercharger

You may select speed 1 or 5 straight or 3 speed turns when revealing dial instead of the chosen maneuver. Treat the new maneuver as Red.

If you select a K-turn, add one stress after activation phase.

Opens up the dial some. I dunno, how much does the K-fighter really need to be 'competitive'?

More likely something that allows you to increase or decrease the speed of a revealed maneuver by 1.

Well, that's too much like Juno Eclipse, and we all know how much FFG loves to duplicate abilities.

A one time reinforce action to get to help get to the knife fight.

K-fighter only illicit: Supercharger

You may select speed 1 or 5 straight or 3 speed turns when revealing dial instead of the chosen maneuver. Treat the new maneuver as Red.

If you select a K-turn, add one stress after activation phase.

Opens up the dial some. I dunno, how much does the K-fighter really need to be 'competitive'?

More likely something that allows you to increase or decrease the speed of a revealed maneuver by 1.

Well, that's too much like Juno Eclipse, and we all know how much FFG loves to duplicate abilities.

But ffg has no problem adding their equivalents with some "IF" twists

sooooo

"when revealing a bank maneuver" trigger can make it happen. Not a duplicate, but an equivalent

still consider it a bad ace platform, because of no reposition (**** boostwing) and not much slots to toy with and maximize output.

You know, like E-wing sucking big deal, but Horn's ability dial and slots make up for that

I'd just like something that mad it more... Tricky. It's the least tricky scum ship and really fails to make me want to take it in any way. I think going along the line of Talon's ability and just make the ship a really dirty puncher of a ship that hits hard for its short life would make me want it. Something that hurts you to hurt your opponent more.

I'd just like something that mad it more... Tricky. It's the least tricky scum ship and really fails to make me want to take it in any way. I think going along the line of Talon's ability and just make the ship a really dirty puncher of a ship that hits hard for its short life would make me want it. Something that hurts you to hurt your opponent more.

Free illicit. Sure, you could get a glitterstim.. or you could put a hotshot with failsafe for 1 point.

Small-ship only illicit upgrades could be pretty good and wouldn't break the game.

Doesn't have to be free, but a few that are around the same quality as Astromechs or Tech upgrades.

Scum Aces needs an M3-A Interceptor and a Kihraxz. Just give us a boat of new options.

Errata the "Heavy Scyk" title into something useful.

Errata the "Heavy Scyk" title into something useful.

+1 Hull and if you choose the Torpedo or Missile Version it comes with an Extra Munitions effect.

That makes the Scyk a scary little threat for not a ton of points.

Then put out a second title for 0 points that grants an Autothruster like ability.

Edited by WWHSD

If I remember correctly Alex Davy didn't seem too sure if the Kihraxz needed a point reduction (unlike the Scyk & StarViper), but that it's mostly suffered for it's lack of post maneuver positioning.

I've played them a lot and I really have to agree that a boost or barrel roll would be a real improvement for them, especially when you that Talonbane into account. He's only of scum's only two PS 9 aces, and he's the only one in a small base ship, and he really wants to get into range 1 or 3 whenever he can.

Other than giving it a Boost or Barrel Roll, I could see opening up it's maneuverability by giving it access to the 1 & 5 straight, and maybe the 3 bank. I can't even count the number of times I wanted a 1 straight when flying the generics. Something like Juno Eclipse's ability could work as a title or mod.

"When you reveal a (straight) maneuver, you may increase or decrease its speed by 1 (to a minimum of 1). Treat that maneuver as red."

or

"When you reveal your maneuver, you may increase or decrease its speed by 1 (to a minimum of 1). Treat that maneuver as red."

Edit: Seems I missed GrimmyV's similar post. I don't really see the similarity with Juno as an issue. There are already cards that do the same thing but in subtly different ways. Like Predator and Dengar, PTL & EI, A-Wing Test Pilot & Royal Guard Interceptor, etc.

Edited by Radarman5

A built in navigator type effect would actually be a good replacement for boost/barrel roll.

"When you reveal a green maneuver, you may rotate your dial to a maneuver of the same speed. Treat this maneuver as white.

So I played a couple of games with 2 Khiraxzes in my list as jousters, together with a Fat Dengar.

First I added the Salvaged Astromechs for 0 points:


Dengar (56)
JumpMaster 5000 (33), Push the Limit (3), K4 Security Droid (3), Unhinged Astromech (1), Punishing One (12), Engine Upgrade (4)

Cartel Marauder (22) x 2
Kihraxz Fighter (20), Glitterstim (2), Salvaged Astromech (0)

I jousted with the K's and flanked with Dengar. This list ís similar to the old 'Han Shoots First' list or 'Fat Han' with 2 Rookie pilots.

I was confident that together with Glitterstim and Salvaged Astromech they would survive the joust. And they did, barely, though - the Salvaged Astromechs managed to catch a crit. Its almost like Rookies + Integrated Astromech + R1.

Needless to say that Fat Dengar is a beast. He is so quickly in range 1 from flanks or behind - just don't insist to use his ability - he is able to wreck stuff.

Then I switched to

Dengar (58)
JumpMaster 5000 (33), Marksmanship (3), K4 Security Droid (3), R5-P8 (3), Punishing One (12), Engine Upgrade (4)

Cartel Marauder (21) x 2
Kihraxz Fighter (20), Inertial Dampeners (1), R4 Agromech (0)

You would think that this Kihraxzes are less durable and more offensive.

So I decided to joust with them together with Dengar - to give the opponent a hard choice. My opponent decided to shoot the Focus tokens off the Kihraxzes so the can't use the Agromechs and to dont shoot at Dengar at the first run, till his ships are not in his arcs - since Dengar had no PTL and would not be super-manoeuvrable this round.

So he willingly split his fire - I used the focus tokens for defense. Within the next rounds I managed get 3 shots with focus - and 2 of them resulted with one hit more due to rerolls. I played very aggressively with Dengar this time and I tabled my opponent with 1 hull left on Dengar and the Kihraxzes survifed both barely.

So from my first experiences the K-Fighter would profit to a great deal (of course).

I really liked them with the Salvaged Astromech + Glitterstim combo as jousters.

In overall I enjoyed flying with them having a little more extras, giving my opponent harder decisions - and thus its more likely that he will make mistakes on the long run.

I don't had the feeling that the K's are going to be OP, while my games are not representive.

How do 5 of them with Astromechs perform? Would this list be OP? I can't tell.

Maybe someone else is able to do a couple of test games ans share us some gaming experiences?

Kihraxz doesn't need a fix. It needs more ace pilots and maybe a title or modification that gives it an additional role, but the underlying chassis is fine.

Thumbs up.

...but that it's mostly suffered for it's lack of post maneuver positioning.

That's a problem with the player, not with the ship.

Edited by FTS Gecko

The scum are scum and need no help....

Take that.