Thread:Wazat/@comment-27029853-20170526150100/@comment-454133-20170530223807

I'm not quite that wary, though I may be optimistic to the point of folly... the TIE/x7 and Manaroo rise and fall is a cautionary tale worth remembering.

We'll have to see what combos people come up with, but right now these titles don't scare me. For example, to give a Kihraxz Boost, Barrel Roll, and Autothrusters, that's 5 points; the Protectorate Starfighter gets the same for 2, as it already starts with an amazing action bar, and its dial is still superior.

Other interesting & discounted mod options include Guidance Chips (good for a missile), Pulsed Ray Shield (quite good), Stealth Device (not world shattering on a base 2 agility ship, and pulsed ray is likely better), Experimental Interface (interesting...), and Hull/Shield Upgrade (2 points for +1 hull might not be bad at all). The Kihraxz also gets to play with a cheaper missile, illicit, and/or elite. Basically you can load it up fat without necessarily breaking the squad's bank.

It sounds amazing, but on a ship that wasn't seeing much use because of its low effectiveness to cost ratio, I don't think the meta will explode. The Kihraxz dial is good but not amazing, and its stats/abilities aren't incredible for its price like the TIE Defender or Jumpmaster. At this point, I'm still pondering on which combos would be good for spending the points, and how effective the result will be.

I'm guessing it will be solid... though only one combo has to be broken-good for it to be a problem, so we'll see. The first concern I had was a hit&run fat shield recharging Talonbane that stays at range 3 until he's moving in for the kill. Though that still doesn't sound scary, especially compared to Rebel Regen in its many iterations. With only 1 shield, the Kihraxz, StarViper, and Scyk are a lot easier to bludgeon to death despite regaining their shielding (and it's tougher than just doing a green maneuver).