After much deliberating, and Guns for Hire-based theory crafting, I'm going to put this on the table tonight. Both Kihraxz have some fluffy cards thrown on, just because the title makes them free (but Dampeners never hurt)
Biggest question – other than answering if Capt. J's ability procs enough to make this whole thing worthwhile – I have right now is: Would it make sense to ditch TLT and make room for either better bombs, or getting Engine + Autothrusters on Capt.?
Thoughts welcome. Results forthcoming:
| Talonbane Cobra — Kihraxz Fighter | 28 |
| Push the Limit | 3 |
| Harpoon Missiles | 4 |
| Inertial Dampeners | 1 |
| Engine Upgrade | 4 |
| Autothrusters | 2 |
| Guidance Chips | 0 |
| Vaksai | 0 |
| Ship Total: 37 | |
| Captain Jostero — Kihraxz Fighter | 24 |
| Deadeye | 1 |
| Harpoon Missiles | 4 |
| Inertial Dampeners | 1 |
| Vectored Thrusters | 2 |
| Munitions Failsafe | 1 |
| Guidance Chips | 0 |
| Vaksai | 0 |
| Ship Total: 28 | |
| Karthakk Pirate — Scurrg H-6 Bomber | 24 |
| Twin Laser Turret | 6 |
| Bomblet Generator | 3 |
| Fire-Control System | 2 |
| Havoc | 0 |
| Ship Total: 35 | |