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Ulf Beorstruk

Simple Kihraxz Fix?

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Allow the Kihraxz to take the 'Heavy Scyk' titles.

 

The Kihraxz really doesn't have a role right now, which almost fits because in the lore it was designed as a general purpose fighter. However, it was also stated to have been designed modular, so that a large number of variants could be made by customers.

 

This fix would both fit with the lore, and give the Kihraxz something to do. It beefs it up a little, which it definitely needs, and gives it the option to either become a cannon-bearing gunboat, or carry two different missiles, or make use of extra munitions, giving it a role.

 

Even with this, its not going to be setting the world on fire, but it might make it at least somewhat usable.

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As someone who isnt a Starwars lore buff, thus knows next to nothing about these ships outside of the game, i always felt like the Scyk was a budget Kfighter anyway.

 

Kfighter doesnt feel like a fighter at allllll. Lousy dial, no boost/barrelroll, minimal upgrades.

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As someone who isnt a Starwars lore buff, thus knows next to nothing about these ships outside of the game, i always felt like the Scyk was a budget Kfighter anyway.

 

Kfighter doesnt feel like a fighter at allllll. Lousy dial, no boost/barrelroll, minimal upgrades.

Welcome to the X-wing's problem.

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If you think the Kihraxz has a "lousy dial", you must play with nothing other than TIE Interceptors.

And repositioning actions are for interceptors, not jousters. Seriously, if you think the Kihraxz should move like Jake Farrell, you're doing it wrong.

Edited by FTS Gecko

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One:

Just give them a unique ability such as an in-built "outmaneuver ability".

 

When you are outside the firing arc of the defender, you may reroll up to 2 dice

 

It would also be interesting because in contrast to the Protectorate fighter title, where you want to be in arc if the enemy.

 

Or two:

Make them attack or defend more precisely

 

"During attacking or defending, roll one additional die. After rolling, cancel one die"

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One:

Just give them a unique ability such as an in-built "outmaneuver ability".

 

When you are outside the firing arc of the defender, you may reroll up to 2 dice

 

It would also be interesting because in contrast to the Protectorate fighter title, where you want to be in arc if the enemy.

 

Or two:

Make them attack or defend more precisely

 

"During attacking or defending, roll one additional die. After rolling, cancel one die"

 

I like these ideas in general, but maybe not for the Kihraxz.

As was said, they're not meant for outmaneuvering. Their dial isn't terrible, but its not great either, and they have no native repositioning ability. The scum already have (at least in theory) a dedicated interceptor and knifefighter, so the first idea there would probably fit better in one of their roles. I'd like it a lot on the M3-A.

 

The second ability feels more like an EPT or a pilot ability. Nothing about the ship inherently makes it feel like it should be more precise than anyone else.

 

I know 'feeling' isn't a very objective way of assessing things, but those both seem like they could belong to nearly any ship in the game. I'd like the fix to give the Kihraxz a defined role, rather than simply make it better than everything else.

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The khirakxyz screams astromech to me. There are not enough ships that use them, and it seems like a place where that long overdue scum aces SKU can rip open some design space, seeing as how scum already has the crew slot covered in spades. The rouge's gallery (sic, pun intended) of low cost game changers would make it tough for it to be an illicit upgrade that grants an astromech, however.

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The khirakxyz screams astromech to me. There are not enough ships that use them, and it seems like a place where that long overdue scum aces SKU can rip open some design space, seeing as how scum already has the crew slot covered in spades. The rouge's gallery (sic, pun intended) of low cost game changers would make it tough for it to be an illicit upgrade that grants an astromech, however.

More upgrade options wouldn't really solve their fundamental problems - they're a jouster with no other tricks... and they're not a very good (ie, cost effective) jouster to start with.

 

So either they need more tricks, or better jousting. We'll see which way FFG goes with this, but I note idly that, as already mentioned in the thread, the Scyk and Protectorate are already in similar spots... as jousters with tricks.

So perhaps we need to start thinking about the classic jousting once more.

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The khirakxyz screams astromech to me. There are not enough ships that use them, and it seems like a place where that long overdue scum aces SKU can rip open some design space, seeing as how scum already has the crew slot covered in spades. The rouge's gallery (sic, pun intended) of low cost game changers would make it tough for it to be an illicit upgrade that grants an astromech, however.

 

Does it have an astromech slot in the original construction plan ?

 

No!

 

Its a light star-fighter without crew or astromech slots .

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The khirakxyz screams astromech to me. There are not enough ships that use them, and it seems like a place where that long overdue scum aces SKU can rip open some design space, seeing as how scum already has the crew slot covered in spades. The rouge's gallery (sic, pun intended) of low cost game changers would make it tough for it to be an illicit upgrade that grants an astromech, however.

More upgrade options wouldn't really solve their fundamental problems - they're a jouster with no other tricks... and they're not a very good (ie, cost effective) jouster to start with.

 

So either they need more tricks, or better jousting. We'll see which way FFG goes with this, but I note idly that, as already mentioned in the thread, the Scyk and Protectorate are already in similar spots... as jousters with tricks.

So perhaps we need to start thinking about the classic jousting once more.

 

 

Well, it does have some tricks - the Illicit slot is its big 'trick' - glitterstim is a nice one, but salvage claw and guidance chips makes it into a disconcertingly good missile boat - especially the Black Sun Ace, who can pack Deadeye too.

 

Equally, Vectored Thrusters and Cloaking Device gives Talonbane Cobra some pretty impressive dancing ability. Anyone who dismisses such a ship as 'just a jouster' is in for a nasty shock.

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The khirakxyz screams astromech to me. There are not enough ships that use them, and it seems like a place where that long overdue scum aces SKU can rip open some design space, seeing as how scum already has the crew slot covered in spades. The rouge's gallery (sic, pun intended) of low cost game changers would make it tough for it to be an illicit upgrade that grants an astromech, however.

More upgrade options wouldn't really solve their fundamental problems - they're a jouster with no other tricks... and they're not a very good (ie, cost effective) jouster to start with.

 

So either they need more tricks, or better jousting. We'll see which way FFG goes with this, but I note idly that, as already mentioned in the thread, the Scyk and Protectorate are already in similar spots... as jousters with tricks.

So perhaps we need to start thinking about the classic jousting once more.

 

Well, it does have some tricks - the Illicit slot is its big 'trick' - glitterstim is a nice one, but salvage claw and guidance chips makes it into a disconcertingly good missile boat - especially the Black Sun Ace, who can pack Deadeye too.

 

Equally, Vectored Thrusters and Cloaking Device gives Talonbane Cobra some pretty impressive dancing ability. Anyone who dismisses such a ship as 'just a jouster' is in for a nasty shock.

I like the above ideas. Partly because it looks pretty mean to play with, and partly for the demonstration that all of the calls to fix this or that may simply be missing opportunities.

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Titles are the obvious choice since there isn't one for the Klingon yet. Also giving it a salvaged astromech is not a bad idea. I don't thing that there are any missile/illicit combos out there anymore than there are torpedo/astromech combos there (although there should be FFG).

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Titles are the obvious choice since there isn't one for the Klingon yet. Also giving it a salvaged astromech is not a bad idea. I don't thing that there are any missile/illicit combos out there anymore than there are torpedo/astromech combos there (although there should be FFG).

 

Not yet, once you have the Salvaging Crane however. Works on your own ships dying, and also multiple ships can reload off a single death. Suddenly you have the ability to fire off multiple missiles from every Kihraxz. I could also see Ks running with cheap missile Z-95 with missiles and a Tug to put down a tractor token on the target.

 

swx61-scavenger-crane.png

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The problem with the ordnance Kihraxz is that a Z-95 do it better...you are paying 3 attack dices that you will not use. Not so much.

If I need ordnances, I can take a Z-95 at 12 points. If I need the elite slot, just take Kaa'to.

I mean, just try to count how many points is a full setted CraneN'Dru, and a simple Black Sun Ace...

I love Khiraxzes, but if I run those ships, I found that they are NOT so great as missile carriers. Because you are paying a beautiful native 3 red attack dices, and actually the better missile/torpedo carriers are precisely the one with 2 attack dices.

They are not cost-efficient as a ordnance carriers.

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Titles are the obvious choice since there isn't one for the Klingon yet. Also giving it a salvaged astromech is not a bad idea. I don't thing that there are any missile/illicit combos out there anymore than there are torpedo/astromech combos there (although there should be FFG).

 

Not yet, once you have the Salvaging Crane however. Works on your own ships dying, and also multiple ships can reload off a single death. Suddenly you have the ability to fire off multiple missiles from every Kihraxz. I could also see Ks running with cheap missile Z-95 with missiles and a Tug to put down a tractor token on the target.

 

swx61-scavenger-crane.png

 

The problem with the ordnance Kihraxz is that a Z-95 do it better...you are paying 3 attack dices that you will not use. Not so much.

If I need ordnances, I can take a Z-95 at 12 points. If I need the elite slot, just take Kaa'to.

I mean, just try to count how many points is a full setted CraneN'Dru, and a simple Black Sun Ace...

I love Khiraxzes, but if I run those ships, I found that they are NOT so great as missile carriers. Because you are paying a beautiful native 3 red attack dices, and actually the better missile/torpedo carriers are precisely the one with 2 attack dices.

They are not cost-efficient as a ordnance carriers.

 

There is also Talonbane Cobra who has infinite prockets without any upgrades. I mean if you are trying to chain maybe Cluster missiles on a Black Sun enforcer or AHM on Talonbane so he can pick off 2 hull ships at range 2 then it might work. Still a hefty investment for not a whole lot of return.

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The problem with the ordnance Kihraxz is that a Z-95 do it better...you are paying 3 attack dices that you will not use. Not so much.

If I need ordnances, I can take a Z-95 at 12 points. If I need the elite slot, just take Kaa'to.

I mean, just try to count how many points is a full setted CraneN'Dru, and a simple Black Sun Ace...

I love Khiraxzes, but if I run those ships, I found that they are NOT so great as missile carriers. Because you are paying a beautiful native 3 red attack dices, and actually the better missile/torpedo carriers are precisely the one with 2 attack dices.

They are not cost-efficient as a ordnance carriers.

 

What your really paying for is that extra hull, it means they are far more likely to be able to survive the first joust and get a second use of the ordnance.

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Jakku Gunrunner (15)
K4 Security Droid (3)
Targeting Synchronizer (3)
Black Market Slicer Tools (1)
Spacetug Tractor Array (2)

Binayre Pirate (12)
Homing Missiles (5)
Scavenger Crane (2)
Guidance Chips (0)

Binayre Pirate (12)
Homing Missiles (5)
Scavenger Crane (2)
Guidance Chips (0)

Binayre Pirate (12)
Homing Missiles (5)
Scavenger Crane (2)
Guidance Chips (0)

Binayre Pirate (12)
Homing Missiles (5)
Scavenger Crane (2)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

 

Yea, Binayars do it better.

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The problem with the ordnance Kihraxz is that a Z-95 do it better...you are paying 3 attack dices that you will not use. Not so much.

If I need ordnances, I can take a Z-95 at 12 points. If I need the elite slot, just take Kaa'to.

I mean, just try to count how many points is a full setted CraneN'Dru, and a simple Black Sun Ace...

I love Khiraxzes, but if I run those ships, I found that they are NOT so great as missile carriers. Because you are paying a beautiful native 3 red attack dices, and actually the better missile/torpedo carriers are precisely the one with 2 attack dices.

They are not cost-efficient as a ordnance carriers.

What your really paying for is that extra hull, it means they are far more likely to be able to survive the first joust and get a second use of the ordnance.

For 8 points? Heck, no! Give me the Z-95.

AND there's no much differences between 4 agi2 and 5 agi2. Not valuable at 8 points.

If FFG wants Kihraxzes as ordnance carriers, they need to create a title which add some power to those. Like extra dmg, locking tokens, minus agility etc.

Maybe a Zuckuss effect only on ordnance shoots.

Anything, but they need a boost, or Z-95 will be always better.

Edited by Cerve

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So investing the design space to make them better ordinance carriers probably isn't the way to go. They're in a really awkward spot between existing, better options, when you can go 5 points up for the uboat or down for the headhunter, as shown above.

 

So what is the reason to take it? The mechanics of the game really favour specialists over general purpose fighters, but it doesn't fit well to any specialization in the game.

 

It's definitely not an arc-dodger. It's not an ordinance platform. Thinking further on the Scyk titles, its not even a particularly good candidate for a cannon, as you're already paying for that native 3 primary attack. Scum just doesn't have the abilities to be rugged workhorses that Rebels can be through astros and support.

 

The suggestion above was that it should be embracing the jousting role, but how do you even do that in a system that has largely made jousting obsolete? The only ship that manages to do it well is the x7 Defender, so maybe that needs to be what we're looking at. Their dials are significantly different though, and the 2 agi hurts a lot in comparison, so even an identical version of the title wouldn't get it exactly right for them.

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