Man, I loves me that Cobra theme song!
What Happened to the Kihraxz?
Talonbane's ok if you have the guts.
PTL EU and Cloak is my favorite. I use the cloak for long range attack moves (from out of range to range 1 in a single turn). I call it the Bird of Prey. Got to love the Klingon (aka Kihraxz)
This topic sponsored by ACE-WING!
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5 Cartel Marauders took me to the top 40 at Yavin and won me a store tournament this year. Black Sun Aces are one of the "Mindlink Six" as well.
I appreciate not everyone's willing to put the time in, but they can still get good results.
I'd still MUCH rather take a naked, generic Kihraxz over a naked, generic Protectorate as well (as I'm sure fickle will agree one extra shield is worth more than one extra inverted commas worthless inverted commas green dice)
I hate this argument so much. Maybe, just maybe, you aren't actually better than the consensus in evaluating ships, and you performed above their station through a combination of experience, tricks, and luck?
Not you specifically, but getting real peaved at people telling me that their statistical variance is the norm.
OK, so let me get this straight - you're perfectly willing to go along with people who base their opinion on the raw data but have never picked up the ship in anger, but you're going to disregard the arguments of anyone with positive first hand experience, because it doesn't match your own point of view?
I'm sorry, but that kind of thought process is what led Britain to leave the EU, and Trump to become President-elect.
I had fun using a triple ace list with talonbane having vectored thrusters, it was a great upgrade for him. Between him and fenn in his protectorate is what finally got me to play seriously outside of my rebels. That said, I'm the fool who stubbornly uses t65 x wings all the time so my viewpoint of what is fun (And at least having a prayer at winning), is probably different from many. Talonbane did great for me, I love his ability and PTL plus a barrel roll action makes him dangerous. I had a lot of experience running wedge with r2, ptl, and vectored as well and I like using them both. Just like my x wings his biggest problem is just melting to any serious enemy fire. If you get him in a bad spot he's screwed but he's at least as good.
That said, I'd probably never take any of the generics for anything.
It might just be because of mindlink being awesome, but the kihraxz with mindlink, vectored thrusters (especially talonbane) can surprise people and do some good damage before it explodes,
even carrying glitter stims can make it quite tanky for a turn and help push through damage
I just wish Graz had an EPT, as he might actually be useful then, especially with all the duel arc ships floating round now
Edit, just realised Graz is essentially proto fenn, and would love fearlessness and Concorde dawn title
Edited by AresxeroI don't believe that this is a fair comparison.
You really are comparing apples to oranges. Would you compare an A-wing to an X-wing or a TIE Interceptor to a TIE Advanced? If the answer is no, then the same could be said about comparing the Kihraxz to the Protectorate Starfighter.
Yes, I would. The A-wing named pilots are all worse than the Interceptor named pilots, the T-65 x-wing isn't worth the points except in Biggs, TIE advanced generics are terrible compared to almost everything. Just because the ships have specified roles in the Star Wars Expanded Universe doesn't mean that you cannot compare their statistical prowess in the game of x-wing. There's a reason why you never see a Kihraxz, Starviper or (rarely) T-65 at the top table in a regional tournament - they're statistically worse.
Revisitng the examination between the two EPT generics for the Kihraxz and Protectorate:
Protectorate has:
- Far, far superior maneuverability.
- More actions, including the amazing boost+barrel roll combo.
- An upgrade bar that's just as good.
- More generic and named pilot options
The Kihraxz has:
- 1 shield.
- An illicit slot
In other words, for the same price, the Starfighter does literally everything better than the Kihraxz. The only reason to ever take a Kihraxz is if you want a cheap Illicit carrier, at which point you'd be better off with a Z-95 anyway.
Condemnation is not the same as criticism. FFG has made a great game, but it isn't perfect. The previous 3 ace packs have shown that. The past 2 waves have included Illicit upgrades galore, but none of them are particularly great on the Kihraxz. If any seasoned player goes to a large tournament intending to win, you can bet the Protectorate Starfighter will be their first choice, and the Kihraxz their last, for a cheap dogfighter.
I don't believe that this is a fair comparison.
You really are comparing apples to oranges. Would you compare an A-wing to an X-wing or a TIE Interceptor to a TIE Advanced? If the answer is no, then the same could be said about comparing the Kihraxz to the Protectorate Starfighter.
Yes, I would. The A-wing named pilots are all worse than the Interceptor named pilots, the T-65 x-wing isn't worth the points except in Biggs, TIE advanced generics are terrible compared to almost everything. Just because the ships have specified roles in the Star Wars Expanded Universe doesn't mean that you cannot compare their statistical prowess in the game of x-wing. There's a reason why you never see a Kihraxz, Starviper or (rarely) T-65 at the top table in a regional tournament - they're statistically worse.
Revisitng the examination between the two EPT generics for the Kihraxz and Protectorate:
Protectorate has:
- Far, far superior maneuverability.
- More actions, including the amazing boost+barrel roll combo.
- An upgrade bar that's just as good.
- More generic and named pilot options
The Kihraxz has:
- 1 shield.
- An illicit slot
In other words, for the same price, the Starfighter does literally everything better than the Kihraxz. The only reason to ever take a Kihraxz is if you want a cheap Illicit carrier, at which point you'd be better off with a Z-95 anyway.
Condemnation is not the same as criticism. FFG has made a great game, but it isn't perfect. The previous 3 ace packs have shown that. The past 2 waves have included Illicit upgrades galore, but none of them are particularly great on the Kihraxz. If any seasoned player goes to a large tournament intending to win, you can bet the Protectorate Starfighter will be their first choice, and the Kihraxz their last, for a cheap dogfighter.
Unfortunately almost all of this is true.
Thank you for taking the time to respond to me.
Yes, I would. The A-wing named pilots are all worse than the Interceptor named pilots, the T-65 x-wing isn't worth the points except in Biggs, TIE advanced generics are terrible compared to almost everything. Just because the ships have specified roles in the Star Wars Expanded Universe doesn't mean that you cannot compare their statistical prowess in the game of x-wing. There's a reason why you never see a Kihraxz, Starviper or (rarely) T-65 at the top table in a regional tournament - they're statistically worse.
Revisitng the examination between the two EPT generics for the Kihraxz and Protectorate:
Protectorate has:
- Far, far superior maneuverability.
- More actions, including the amazing boost+barrel roll combo.
- An upgrade bar that's just as good.
- More generic and named pilot options
The Kihraxz has:
- 1 shield.
- An illicit slot
In other words, for the same price, the Starfighter does literally everything better than the Kihraxz. The only reason to ever take a Kihraxz is if you want a cheap Illicit carrier, at which point you'd be better off with a Z-95 anyway.
Well...I am unsure how to respond to this. I therefore respectfully
suggest that we agree to disagree, and leave it at that.
Condemnation is not the same as criticism. FFG has made a great game, but it isn't perfect. The previous 3 ace packs have shown that. The past 2 waves have included Illicit upgrades galore, but none of them are particularly great on the Kihraxz. If any seasoned player goes to a large tournament intending to win, you can bet the Protectorate Starfighter will be their first choice, and the Kihraxz their last, for a cheap dogfighter.
As far as not only criticising the Kihraxz but also the last x3 Ace Packs I believe goes above and beyond being disrespectful to FFG and their hard work at bringing us excellent products and services.
On this last point, I will have to strongly disagree with you. You are certainly entitled to your opinion, as am I. However if sales are any factor, then most people would disagree with you on this last point.
Best Regards,
.
When I'm Scumming it, I've done quite well with Karaxeraxesraxxes. I'm not an expert of Scum interactions, but I might break out Bossk or Manaroo and attempt some synergy with my K's.....Ideas? Let's not just be whiners shall we? Creativity gents, creativity...


TBH I think what we need is a really good small ship Illicit (or 2), You look at the ships with the slot, they could all do with a bit of love... Star Viper (with Virago), Special-K, Z-95, HWK.
It would be a lot easier fix than Titles for the Star Viper and Special-K, as it wouldn't need a Veterans set, just a couple to come in with a new small Scum ship.
I wonder what the Illicit in the Quad Jumper does. (BTW anyone else notice how many Tractor Beam tokens???? Seeing as most sets only come with 1 or 2 (no clue why the G1-A comes with 2, where the Lancer only one given Ketsu's ability))
Wow! Best one yet
Joe Boss!
(How does he
do it?)
I don't believe that this is a fair comparison.
You really are comparing apples to oranges. Would you compare an A-wing to an X-wing or a TIE Interceptor to a TIE Advanced? If the answer is no, then the same could be said about comparing the Kihraxz to the Protectorate Starfighter.
Yes, I would. The A-wing named pilots are all worse than the Interceptor named pilots, the T-65 x-wing isn't worth the points except in Biggs, TIE advanced generics are terrible compared to almost everything. Just because the ships have specified roles in the Star Wars Expanded Universe doesn't mean that you cannot compare their statistical prowess in the game of x-wing. There's a reason why you never see a Kihraxz, Starviper or (rarely) T-65 at the top table in a regional tournament - they're statistically worse.
Revisitng the examination between the two EPT generics for the Kihraxz and Protectorate:
Protectorate has:
- Far, far superior maneuverability.
- More actions, including the amazing boost+barrel roll combo.
- An upgrade bar that's just as good.
- More generic and named pilot options
The Kihraxz has:
- 1 shield.
- An illicit slot
In other words, for the same price, the Starfighter does literally everything better than the Kihraxz. The only reason to ever take a Kihraxz is if you want a cheap Illicit carrier, at which point you'd be better off with a Z-95 anyway.
Condemnation is not the same as criticism. FFG has made a great game, but it isn't perfect. The previous 3 ace packs have shown that. The past 2 waves have included Illicit upgrades galore, but none of them are particularly great on the Kihraxz. If any seasoned player goes to a large tournament intending to win, you can bet the Protectorate Starfighter will be their first choice, and the Kihraxz their last, for a cheap dogfighter.
Unfortunately almost all of this is true.
No, no it's not. It's a really flawed, really simplistic argument, even ar a casual glance.
The fact that the Protectorate has more named and generic pilots makes it a better ship? Please, if that were the case the T-65 and TIE Fighter would be dominating the game. Number of options is not indicative of quality.
Saying that "for the same price, the Protectorate LITERALLY does everything better than the Kihraxz" is LITERALLY wrong, because the Protectorate is at it's best when you add the title, and Autothrusters, and some form of action economy so it can actually exploit all those extra actions to it's advantage.
You want to talk "for the same price"?
5 x Zealous Recruits vs
5 x Cartel Marauders
Marauders will win 9 tines out 10.
Also, AM BSA BMST. That's 25 points of pure threat that the Protectorate simply cannot replicate.
Our LGS just had a good conversation about the best all generics list (besides Thugs). The consensus was that 5x Cartels would be middle of the pack, but Scyks, Zealous Recruits and A-Wings with Snap Shot. I've seen TBC showing up in local games paired with Manaroo or in Mindlink lists.
I fly the Cartels mostly because the aesthetics. Reminds me of an old computer game on my first Mac and the repaints were fun to do.
Edited by Hydralisk101When I'm Scumming it, I've done quite well with Karaxeraxesraxxes. I'm not an expert of Scum interactions, but I might break out Bossk or Manaroo and attempt some synergy with my K's.....Ideas? Let's not just be whiners shall we? Creativity gents, creativity...
Agreed, agreed. Well stated
.
One of my favourites below: "Talonbane Smash!"

No, no it's not. It's a really flawed, really simplistic argument, even ar a casual glance.
Very well, I'll break out the math-wing, then.
Let's start with a joust between 5 Marauders and 5 Recruits, assuming equal pilot skill on both sides (so every ship in play will get a shot each turn). Initiative will be ignored, as focus+target locks will be spent on offense only. (Skip to turn 5 for the summary)
Turn 0:
Marauders: 25 health remaining.
Recruits: 20 health remaining.
1st Combat Turn: (assumed range 2)
Marauder's roll 1.5 damage each, and bump it up to 2.25 damage by spending their focus tokens. The Recruits do the exact same damage - 2.25 each.
The Marauders block 0.75 damage each with naked defense rolls, whereas the Recruits block 1.125 damage each with their naked defense rolls. This leads to the Recruits taking 5.625 damage, and the Marauders taking 7.5 damage.
Marauders: 17.5 health remaining, 1 ship destroyed.
Recruits: 14.375 health remaining. 1 ship destroyed.
Second Combat Turn: (assumed range 1)
Marauders and Recruits both roll 3 damage a piece (with focus use), with Marauders blocking 0.75 and Recruits blocking 1.125 damage each. This leads to the Marauders taking 9 damage, and the Recruits taking 7.5 damage.
Marauders: 8.5 health remaining, 3 ships destroyed.
Recruits: 6.875 health remaining, 3 ships destroyed.
Third Combat Turn: (assumed k-turns/Tallon rolls, no focus + range 2)
Marauders and Recruits both roll 1.5 damage each, with the same blocks as before. This leads to the Marauders taking 1.5 damage and the Recruits taking 0.75 damage.
Marauders: 7 health remaining, 3 ships destroyed.
Recruits: 6.125 health remaining, 3 ships destroyed.
Fourth Combat Turn: (assumed range 1)
Marauders and Recruits both do 3 damage a piece, with standard defense rolls. This leads to the Marauders taking 4.5 damage, and the Recruits taking 3.75 damage.
Marauders: 2.5 health remaining, 4 ships destroyed.
Recruits: 2.375 health remaining, 4 ships destroyed.
Fifth Combat Turn: (assumed range 3, k-turn, no focus)
Standard 2.25 damage each, with the marauder blocking 1.125 damage and the Recruit blocking 1.5 damage. The Marauder takes 1.125 damage and the Recruit takes 0.75 damage.
Marauders: 1.375 health remaining, 4 ships destroyed.
Recruits: 1.625 health remaining, 4 ships destroyed.
And So On...
At this point, the Marauder has nothing going for it except a potential draw with simultaneous fire, but the Recruit is statistically in the lead with 3 agility and more health now. By examining the jousting maths, you can see that the recruits have a slightly higher win rate than the Marauders. IT is therefore not a Marauder win 9 times out of 10, but rather a tie or Recruit win most of the time. My previous argument was a bit simple, but math-wing is a bit of a text wall.
More generic pilots means you can do more things. For Instance, you can't have 4 Black Sun Aces with PTL in a squad, but you can have 4 PTL Concord Dawn Veterans. More options is not necessarily stronger, but it makes it easier to have a strong list with the ship you want to fly.
The Protectorate is at its best with a whole slew of upgrades, from fearlessness and the title to PTL. Even so, the above shows you that a stock Protectorate Starfighter will defeat a stock Kihraxz. IT doesn't need action economy to be powerful - that's what makes it so powerful.
Also, AM BSA BMST. That's 25 points of pure threat that the Protectorate simply cannot replicate.
No doubt about it, that's a great use of the Black Sun Ace that the protectorate can't replicate. However, it fails against both stress dealing mechanics (R3-A2 alone would wreck the squad) and non-stress mechanic aces, such as Vader or Poe.
I fail to see how anyone could fly both ships and come away thinking the Kihraxz is fine as is. The generics cannot compete with Protectorates or even Scyks for crying out loud. Graz is possibly the worst pilot in the game not named Fel's Wrath. Unless you really like 1 banks, Talonbane is an absolute joke compared to Fenn.
I own five Kihraxz's. I love em. But the Protectorate is simply better and costs the same. That is a problem.
So here's my fix.
Aftermarket Engines Illicit
Small Ship Only
Treat all speed 2 maneuvers as
green maneuvers. Your upgrade
bar gains the evade action.
Cost? Depends on whether it is unique or not. If not unique, may want to add a stipulation that you can't equip if attack value is two or less. If unique could be dirt cheap and really help out Guri, Xizor, Talonbane, and a single Kihraxz as a solid filler.
Also, AM BSA BMST. That's 25 points of pure threat that the Protectorate simply cannot replicate.
No doubt about it, that's a great use of the Black Sun Ace that the protectorate can't replicate. However, it fails against both stress dealing mechanics (R3-A2 alone would wreck the squad) and non-stress mechanic aces, such as Vader or Poe.
Have you flown mindlink lists often? Stress dealers aren't the boogey-man to mindlink lists that you might think. It's frustrating but manageable. Although it really helps to have a green turn and boost as an option.
Have you flown mindlink lists often? Stress dealers aren't the boogey-man to mindlink lists that you might think. It's frustrating but manageable. Although it really helps to have a green turn and boost as an option.
A green turn is the holy grail of x-wing ships, and would certainly solve the mindlink stress problem. As is, however, a Wes-Biggs build with R3-A2 can continuously deny actions to your whole squad, or at least limit you to purely green maneuvers. It also eliminates your k-turns as a viable option, meaning that after the initial joust I can shoot you but you can't shoot me. Finall,y you can't hit what you can't see, and either the Inquisitor, Vader or Soontir will run rings around any Kihraxz except Talonbane.
Have you flown mindlink lists often? Stress dealers aren't the boogey-man to mindlink lists that you might think. It's frustrating but manageable. Although it really helps to have a green turn and boost as an option.
A green turn is the holy grail of x-wing ships, and would certainly solve the mindlink stress problem. As is, however, a Wes-Biggs build with R3-A2 can continuously deny actions to your whole squad, or at least limit you to purely green maneuvers. It also eliminates your k-turns as a viable option, meaning that after the initial joust I can shoot you but you can't shoot me. Finall,y you can't hit what you can't see, and either the Inquisitor, Vader or Soontir will run rings around any Kihraxz except Talonbane.
Even with a R3-A2 list, all you need is one of your ships to do a green and that is your entire fleet focused. Yes you don't get 2 actions worth of tokens, but as he says you still are not entirely scuppered.
No, no it's not. It's a really flawed, really simplistic argument, even ar a casual glance.
Very well, I'll break out the math-wing, then.
Let's start with a joust between 5 Marauders and 5 Recruits, assuming equal pilot skill on both sides (so every ship in play will get a shot each turn). Initiative will be ignored, as focus+target locks will be spent on offense only. (Skip to turn 5 for the summary)
Turn 0:
Marauders: 25 health remaining.
Recruits: 20 health remaining.
1st Combat Turn: (assumed range 2)
Marauder's roll 1.5 damage each, and bump it up to 2.25 damage by spending their focus tokens. The Recruits do the exact same damage - 2.25 each.
The Marauders block 0.75 damage each with naked defense rolls, whereas the Recruits block 1.125 damage each with their naked defense rolls. This leads to the Recruits taking 5.625 damage, and the Marauders taking 7.5 damage.
Marauders: 17.5 health remaining, 1 ship destroyed.
Recruits: 14.375 health remaining. 1 ship destroyed.
Second Combat Turn: (assumed range 1)
Marauders and Recruits both roll 3 damage a piece (with focus use), with Marauders blocking 0.75 and Recruits blocking 1.125 damage each. This leads to the Marauders taking 9 damage, and the Recruits taking 7.5 damage.
Marauders: 8.5 health remaining, 3 ships destroyed.
Recruits: 6.875 health remaining, 3 ships destroyed.
Third Combat Turn: (assumed k-turns/Tallon rolls, no focus + range 2)
Marauders and Recruits both roll 1.5 damage each, with the same blocks as before. This leads to the Marauders taking 1.5 damage and the Recruits taking 0.75 damage.
Marauders: 7 health remaining, 3 ships destroyed.
Recruits: 6.125 health remaining, 3 ships destroyed.
Fourth Combat Turn: (assumed range 1)
Marauders and Recruits both do 3 damage a piece, with standard defense rolls. This leads to the Marauders taking 4.5 damage, and the Recruits taking 3.75 damage.
Marauders: 2.5 health remaining, 4 ships destroyed.
Recruits: 2.375 health remaining, 4 ships destroyed.
Fifth Combat Turn: (assumed range 3, k-turn, no focus)
Standard 2.25 damage each, with the marauder blocking 1.125 damage and the Recruit blocking 1.5 damage. The Marauder takes 1.125 damage and the Recruit takes 0.75 damage.
Marauders: 1.375 health remaining, 4 ships destroyed.
Recruits: 1.625 health remaining, 4 ships destroyed.
And So On...
At this point, the Marauder has nothing going for it except a potential draw with simultaneous fire, but the Recruit is statistically in the lead with 3 agility and more health now. By examining the jousting maths, you can see that the recruits have a slightly higher win rate than the Marauders. IT is therefore not a Marauder win 9 times out of 10, but rather a tie or Recruit win most of the time. My previous argument was a bit simple, but math-wing is a bit of a text wall.
More generic pilots means you can do more things. For Instance, you can't have 4 Black Sun Aces with PTL in a squad, but you can have 4 PTL Concord Dawn Veterans. More options is not necessarily stronger, but it makes it easier to have a strong list with the ship you want to fly.
The Protectorate is at its best with a whole slew of upgrades, from fearlessness and the title to PTL. Even so, the above shows you that a stock Protectorate Starfighter will defeat a stock Kihraxz. IT doesn't need action economy to be powerful - that's what makes it so powerful.
Also, AM BSA BMST. That's 25 points of pure threat that the Protectorate simply cannot replicate.
No doubt about it, that's a great use of the Black Sun Ace that the protectorate can't replicate. However, it fails against both stress dealing mechanics (R3-A2 alone would wreck the squad) and non-stress mechanic aces, such as Vader or Poe.
Having flown swarms of each many times, I have to agree with this. In addition, the PS 1 ZR having access to Boost & Barrel Roll means I can block the lead CMs with the lead 2 ZRs, denying actions to half their squad (or the full squad if they're in a tight enough formation) while my rear line has focus. The far superior dial means I can out maneuver the CMs even at a lower PS, and the Tallon Roll gives me 3 times as many 180 turns as the CMs (actually more than that since I can slide forward or back after the TR).
Also, I'm not sure how many have realized this yet, when a pair of identical ships, side by side, at a distance of 1 base apart, perform a 2 Tallon Roll, they effectively are performing a .5 K-turn, swapping positions with each other. If my lead ships perform this maneuver, and 1 or 2 of the rear ships do a 1 turn and boost or barrel roll to block the CMs (hopefully keeping arc on a CM), now I have range one shots, and they're tokenless, locked up and their formation is all messed up.
Edited by Radarman5
Wow! Best one yet
Joe Boss!
(How does he
do it?)
It was a fun two week (30 hours) project. I used many pictures of the actual ship models and then digitally painted over them all to make it look like a painting from back in the day.
![]()

It was a fun two week (30 hours) project. I used many pictures of the actual ship models and then digitally painted over them all to make it look like a painting from back in the day.
Well done Sir! It's my new wallpaper on my computer
.
By the way, my son came by earlier and said "Wow, cool! Awesome ships!" ![]()
It was a fun two week (30 hours) project. I used many pictures of the actual ship models and then digitally painted over them all to make it look like a painting from back in the day.
Well done Sir! It's my new wallpaper on my computer
.
By the way, my son came by earlier and said "Wow, cool! Awesome ships!"
Kiss your son on the forehead for me Star Brother.
![]()
One day in 2017 I am going to start posting content that matches that painting I did; of what My STAR WARS X-WING Games look like.
![]()
Talonbane Cobra, specifically, isn't at all bad - the main reason I'd consider taking a Khiraxz is that I wanted another PS9 bruiser and I'd already included Fenn Rau.
Vectored Thrusters and Cloaking Device makes for a surprisingly agile ship (capable of essentially a speed 4 sideslip in addition to his dial) - the Khiraxz is somewhat more capable than an X-wing (even if not as tough) because it's surprising how much more capable that hard speed 1 turn leaves it. A pack of 5 Khiraxz is a dangerous opponent.
Also, note that whilst the Khiraxz isn't as flexible as the Protectorate (the Talon Roll is amazing and I'm not denying that!), it does have flexibility in it's own koiogran turns - the option to hook it out to speed 5 if needed makes it quite a bit harder to block.
Let's start with a joust between 5 Marauders and 5 Recruits, assuming equal pilot skill on both sides (so every ship in play will get a shot each turn). Initiative will be ignored, as focus+target locks will be spent on offense only. (Skip to turn 5 for the summary)
That's the point. They aren't equal pilot skill - one of the things you're buying by taking Marauders instead of Recruits is to shoot first - meaning that whilst they both do 2.25 damage each on the first barrage, the Recruits are down a ship. Which means they do less damage in their return fire. Yes, the Recruits will win an equal-pilot-skill joust but they ain't got one.
Having a pilot skill edge over academy pilots, binyare pirates, epsilon squadron pilots, and other 'mass-swarm' ships - and the zealous recruit - whilst still being swarmy themselves is one advantage the cartel marauder has, and ignoring it in a comparison is unfair.
However, it fails against both stress dealing mechanics (R3-A2 alone would wreck the squad) and non-stress mechanic aces, such as Vader or Poe.
The second, I will grant you - as there's no stress to "latch on to" and no encouragement for your opponent to generate any. However, leaving Poe too scared to talon roll is not a bad thing in and of itself.
Against R3-A2, he's annoying but tolerable.
Because whilst the whole squad will generally be stressed, you will not have too much of a problem getting an action - because only one ship gets multi-stressed. The others have a stress token, and only need to do a green move if they want an action. I'd be quite happy with one ship doing a green move and focusing, one doing a green move and slicing, one doing a white move to set up for next turn, and the last doing a green move to get down to one stress token (putting him back 'in play' next turn if you don't keep firing R3-A2 at him).
Edited by Magnus GrendelThe only reason I use a Kihraxz is because it sounds like a Klingon ship.
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