X-Wing Miniatures – Every Kihraxz Fighter Built!

In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.

The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the Kihraxz won out.

As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own; I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.

If you’d like to read the other ‘built’ articles I’ve written you can find them here.

Cartel Marauder

Kicking off with something simple, five Cartel Marauders with Contraband Cybernetics. For me the obvious comparison is against the T-65. The advantage over any of the low initiative 65s is that the Marauder is cheap enough to allow Cybernetics; the ability to do the classic k-turn after the first engagement but still have actions is really strong. Yes they can only do it once a game but having that focus token (or lock, depending on the situation) could make a big difference to the mid-game.

The first main disadvantage (as far as I’m concerned) is that the 65 has a litany of intiative options. You can fit five of either I1, I2 or I3 X-Wings into a list. The second is the dial. Not having the one forward is a big deal if you’re flying ships in formation as it’s more difficult to slow roll into engagement to bring all guns to bear at once. Having the blue three forward is cool I guess but I know which move I’ll do more of in a game. A hard one turn instead of a hard three turn? Each to their own.

A second way to build these is with missiles. Two Marauders with Thread Tracers and the others with a mix of missiles could be handy. Get those locks first for everyone and then get those missiles off as quickly as you can. Again it could make a huge difference going into the second round of engagement, if enough of your ships survive the first pass.

Black Sun Ace

I don’t feel there’s much difference between the Ace and the Marauder, other than the importance of being I3 at the moment. Oh and I guess the ability to take a talent. Cutthroat seems a good shout for a point as your forces will get whittled down. Removing red and orange tokens is pretty good! Who knew? Recovering a charge for False Transponder Codes or Contraband Cybernetics could be tasty too.

Captain Jostero

I guess I’m missing something here but why doesn’t Jostero have the talent slot? Answers on a postcard please.

More so than the upgrades you add to Jostero, it’s about the ships you fly with him to enable his ability. Not that I think you should base a list around an I3 Kihraxz but you know what I mean. The Scum faction has some strong bombers within its ranks (Firespray, Scurrg, even the HWK) so it shouldn’t be too hard to proc his ability. Extra shots are always great to have and the possibility of softening up a target for your higher initiative ships by stripping a token or shield checks out.

Viktor Hel

This is a fun one! Stealth Device gives Vik an extra green making sure his ability comes into play at range one to two as well as range three (for one attack at least) so should basically be stapled on. Trick Shot leans into where you want him to be to, behind rocks getting that extra green as well as an extra if you can fire back. Noice.

Graz

This is pretty self explanatory I think. Graz wants to get behind the opponent which triggers Outmaneuver. Profit. You could add other things (Afterburners spring to mind) but I think it’s best to keep him as cheap as you can.

Talonbane Cobra

I like to go a bit crazy on one of these builds when I can and Talonbane Cobra fits the bill nicely. Firstly, what a name. A name a 10 year old would make up and a name this 36 year old chuckles at every single time.

Let’s take each upgrade one at a time here. Talonbane wants to be at range one when attacking and the Kihraxz is a jouster so Fearless fits perfectly. Afterburners can help either get him into range one or out to range three. Shield Upgrade adds a little more survivability against crits. Contraband lets him do two red moves in row and still take an action. Deadman’s Switch is for the lolz, hopefully dealing some extra damage when he explodes because he will likely explode. Sixty-eight of pure lairiness.


That’s every Kihraxz built. Let me know if you agree or not and share your builds in the comments.

If you’d like to get involved with choosing the articles I write and support RO to become bigger and better you can find my Patreon here.

Until next time, pilots!

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