Naterlilli Custom Cards. For HOTAC expansions and casual play.

By Refugeanoth, in X-Wing

Howdy! Been making custom cards for folks in the 3d printing industry for the past few months, so I thought it was high time to put everything together into one spot so people could use the cards and offer opinions and all that jazz. DISCLAIMER: I playtest everything in hotac mini-games called gauntlet tests that I offer to my players as a way of getting extra experience before I put it to paper, but there will always be errata to fix stuff that might not be completely perfect right off the bat. This is just something I like to do when I'm not working or planning missions for my hotac campaign and everything you see here is made through the lens of a hotac player and coordinator rather than a competitive scene x-wing player. I make things to be tremendously challenging and offering unique abilities that make the ships nasty to face for higher level hotac players, so some of these are likely to be a mite or more OP. I'll try to post a few of these a day, but there are quite a few of them so it will take some time. ENJOY!

Yoda's fighter from the last few episodes of clone wars always intrigued me. There's scant little information of this little greet eta variant, and I got my hands on some 3d printed ones from alien luxury miniatures and needed to come up with some stats and abilities for the ship and the 3 smallest jedi council members I could think of. The Eta-3 I envisioned being made as a coordinator ship, designed to fly in tandem with the Eta-2's discreetly (given its even smaller size) and control the flow of battle with advanced sensors and communications equipment. It's role as more of a small support craft is represented in its additional shielding, evasiveness and the coordinate action along with the addition of shields.

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Yoda is the lowest pilot skill of the 3 pilots for what I'm calling the Eta-3 Uroch-class Interceptor and there isn't much to indicate that he would be a tremendously good pilot, however, I tried to translate what we see him primarily doing in physical combat to starship combat... thus SPINNING! His being able to take 2 barrel roll actions and forcing the second roll to use the template of a green move that was chosen for him that turn offers up some very interesting conundrums. It forces you to pick a green move that was chosen from your dial this turn (so no r2 astromech shenanigans) This "limits you to using any of the 2 sharp templates or the 1 straight and gentles. Creates some very interesting maneuver choices and makes little yoda into a very difficult ship to keep pinned down.

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Yaddle wasn't long in the jedi order after the clone wars started and there isn't any information on her piloting ability, but she was supposedly the undisputed master of a little known jedi power called morichro, which allowed her to slow her or an opponents bodily functions to the point of death. I initally made the green stop ability something which Yaddle could also choose to use on an opponent, but forcing away an enemies movement was just too powerful, so I relegated it to only affecting her. Still awesome to use and performing green stops is great fun :P

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Even Piell is the only one of the three that's mentioned as being a skilled pilot and was known for his courage in the face of adversity, so he get's a very cool ability that allows him to move his ship within range 1 of an enemy that ends their movement with him inside their firing arc at range 2-3. This gives him the ability to close gaps to potentially outmaneuver closing enemies and to get himself out of or into harms way. In practice this ability is pretty wacky as it doesn't follow any maneuver template, you can just put him anywhere inside range 1 as long as you stay inside the enemies arc. Makes for a very slippery little ship that really needs to be approached with bombs, or overwhelming damage if you want to eliminate it.

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Jedi Flight Tutor I made to give the Uroch an even more powerful coordinate action that allows you to target 2 ships and gives friendly ships you feed extra actions the option to perform a maneuver you chose on your dial this turn! Basically gives a ship something akin to slam and means that you can really get a squadron of ships moving around like crazy when you have an uroch with this mod on the table!

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Came up with the Force of Will as the name of Yoda's personal Eta-3 and it allows you to swap your pilot ability with an enemies within range 3 on a hit or crit roll once per turn. Note that this doesn't go away at the end of the turn, meanign that you can swap around pilot abilities and swap enemy abilities around and royally screw with squad synergy as long as you're swapping alot of abilities :P

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The dial is a lower speed terror. Hyper agile and fast for its size, but given the ship only has a primary attack value of 2 and the cheapest pilot is 29 points, the most you can ever see of these is 3 at once. In hotac, they make for incredibly difficult elites to face with the proper loadout and when combined with a mess of eta-2's make for an absolute nightmare to face.

I can see force of will easily becoming confusing to keep track of

4 minutes ago, DeathstarII said:

I can see force of will easily becoming confusing to keep track of

In our campaign, we use a clear acryllic token to keep track of who has what ability. In all honesty though, whichever uroch has the title is always killed via bomb damage almost immediately. Lots of green dice can only help you so much in the face of raw, unavoidable damage.

The Eta-2 was a fun ship to approach as it was still in service with the empire after the republic dissolved and was flown by Darth Vader for a time. We also see alot of what this ship is capable of from the clone wars show, cartoon and movies so there was alot to go off of.

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The best starfighter pilot in the galaxy has one of the coolest and most annoying abilities I've come up with so far. Forces opponents to really think about their dial choices to try and limit Anakins impact, but it doesn't help much. The sheer versatility of being able to pick from any maneuver chosen by an enemy can't be understated.

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Anakin didn't lose a step when he became Darth Vader when it came to his flying and as we see in rebels and the vader comic, he was more than capable of facing absolutely ridiculous odds and easily and handily outflying and destroying entire squadrons of veteran pilots. His ability means that you never want to try and pull off stressful moves when the Dark Lord of the Sith is in range unless you want him reaching out with the force to give you a little force choke :P

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Ashoka was a fantastic pilot and was trained by the best pilot in the galaxy, and her ability reflects her flying to the aid of friends in need by reducing her agility to cause the first damage dealt to a friendly ship to become stress instead. Straightforward and a fun buffer that forces you to deal with ashoka before you can go after her buddies.

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Mace Windu I tried to represent with a version of his shatterpoint ability. He basically can turn any crit at any range dealt to enemy ships into 2 face-down damage instead at the cost of a stress for himself. Works tremendously well with proton bombs!

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Obi-Wan has always been a conundrum to me. He says he hates flying, but the flying we see him doing when he faces off against Jango Fett in the asteroid fields of Geonosis is some of the prettiest we ever see in the movies. His ability represents his defensive style of fighting and flying and allows him to stack an extra defense dice at the cost of a stress token.

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The two generics are just that. Generics with ept's and costing alot for a ship with just 1 more evade than a tiefighter... but then there's the titles and mods.

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The Hyper-Maneuverable title card allows Eta-2's to ignore obstacle and ship collisions while the things they hit still have to follow the rules and can't fire on collided Eta's. Mean and annoying and used to great effect by the imperials in my hotac campaign when these things swarm around the rebels like angry flies ignoring all asteroids and bumping. The flip side allows the eta to flip the card back over only after defending, which is kind of a double edged sword. It means that you can't simply arc-dodge if you want to flip the card back over, so you have to take fire from something.

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The Scythe-class Imperial Retrofit allows Imperial Etas to always line up their shots with targets they target lock and makes them able to change direction much better than their rebel counterparts.

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May the Force be with you allows Eta-2's to cancel hits and cancel evades from enemies making them even more annoying to bring down than they already are!

Love the cards....:) Where does one download them??? :rolleyes:

15 hours ago, Ghostrider58 said:

Love the cards....:) Where does one download them??? :rolleyes:

You should be able to download the images directly from photobucket and they should be the correct size for printing.

The clone Z-95 of wartime was a very different ship from the variant that was released for public sale after the war. Sporting dual torpedo launchers and more powerful shields, as well as enhanced targeting systems, this starship was the direct predecessor to the venerable t-65 x-wing and I tried to represent that as much as possible while still making this its own unique ship.

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Biggest change from the standard z-95 is the addition of 2 torpedo launchers and an additional shield. The cheapest ship is 4 points more expensive than the cheapest z-95.

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Warthog has the ability to pass off his stress tokens to any attacking ship that deals damage to him. Pretty straightforward but also annoying if you're trying to to take him down with a stress susceptible ship.

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An interesting conundrum with Hawk. He can't receive critical damage if he doesn't have the ship he's taking it from target locked. Makes him able to ignore some of the staples of crit dishers and is annoying to face on the table.

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Oddball was the best pilot in the clone army during the war and his ability represents his steady hand and the ability to optimize the damage of his craft.

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Advanced targeting suite gives the Z-95 a powerful ally in squeezing through damage from its primary weapon.

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Danger-close fusial engines gives the z-95 something akin to a mini-slam at the cost of a stress every other turn makes it slippery and gives it a little bit extra edge over its cheaper, later cousin.

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A lower speed turning dial with the k-turn moved to speed 1 and the addition of red sharps at 1 I think represents the advancements in tech from the later z-95 variant while still letting this ship have some cool moves it can take.

The TIE droid has been one of my favorite imperial ships since I saw it in the dark empire comic all those years ago and was supposed to be a mass-produced, automated TIE that could be spat out by the world devastators in absolutely ridiculous numbers. There's only one tie droid fighter available to the imperials and it costs 3 points more than the standard tie, but the host of its upgrades and the addition of a system slot make it an arguably more attractive ship to field.

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Standard tie fighter stats but the addition of boost and the system slot make it even neater!

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Predictive sensor node gives the tie droid pilot the ability to make additional moves past its first if you can guess the correct speed of the maneuver an enemy ship makes. In hotac, this can be difficult unless you have an imperial controlling player to make the guesses, but its super fun and super annoying.

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Devil-droid programming lets a swarm of droids take several actions per turn as long as they fly in tight formation.

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Swarm processing allows a swarm of tie droids to increase their pilot skill and discard pilot crits. Not alot of hull on these so it isnt likely to be used as much in a non-hotac environment, but its great for hotac when you have very large clusters of these things.

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Great, but mostly similar dial to a tie fighter.

21 hours ago, Refugeanoth said:

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Yoda is the lowest pilot skill of the 3 pilots for what I'm calling the Eta-3 Uroch-class Interceptor and there isn't much to indicate that he would be a tremendously good pilot, however, I tried to translate what we see him primarily doing in physical combat to starship combat... thus SPINNING! His being able to take 2 barrel roll actions and forcing the second roll to use the template of a green move that was chosen for him that turn offers up some very interesting conundrums. It forces you to pick a green move that was chosen from your dial this turn (so no r2 astromech shenanigans) This "limits you to using any of the 2 sharp templates or the 1 straight and gentles. Creates some very interesting maneuver choices and makes little yoda into a very difficult ship to keep pinned down.

Dang it. R2 is the first thing I thought of. That would be hilarious. Still, an R2 unit would be great on one of these.

I also like the Imperial Retrofit.

Edited by Bullox

The ETA-3 would be soooo tiny. It's entirety, wings and all, would be only a little bit larger than the cockpit of an X-Wing. Given that, it's hard to see this thing having 4HP when so many other ships have only 3HP yet are two to three times larger. I think, therefore, this ship would be best served with a 1 Shield, 1 Hull (2HP) chassis. It would die instantly to cluster bombs, of course, but welcome to Wave 10.

3 minutes ago, AllWingsStandyingBy said:

The ETA-3 would be soooo tiny. It's entirety, wings and all, would be only a little bit larger than the cockpit of an X-Wing. Given that, it's hard to see this thing having 4HP when so many other ships have only 3HP yet are two to three times larger. I think, therefore, this ship would be best served with a 1 Shield, 1 Hull (2HP) chassis. It would die instantly to cluster bombs, of course, but welcome to Wave 10.

Do this, and make an Integrated Astromech Upgrade.

27 minutes ago, AllWingsStandyingBy said:

The ETA-3 would be soooo tiny. It's entirety, wings and all, would be only a little bit larger than the cockpit of an X-Wing. Given that, it's hard to see this thing having 4HP when so many other ships have only 3HP yet are two to three times larger. I think, therefore, this ship would be best served with a 1 Shield, 1 Hull (2HP) chassis. It would die instantly to cluster bombs, of course, but welcome to Wave 10.

That was actually the first way that I had this running, but I figured there had to be a reason for this ship existing outside of it just being a smaller version of the eta built for yoda, so I made it sort of a coordinator ship that was designed to avoid combat as much as possible and support other ships (especially eta-2's) in battle. Giving it 1 less hull than an eta-2 but the addition of a couple shields just felt right after some testing and it meant that your minimum 29 point investment in a ship couldn't be nuked off the table with just 1 well-placed bomb. These things are pretty expensive for what they are.

34 minutes ago, Bullox said:

Dang it. R2 is the first thing I thought of. That would be hilarious. Still, an R2 unit would be great on one of these.

I also like the Imperial Retrofit.

Yeah, r2 mech would still be awesome for sure. Green talon rolls and k-turns and all that jazz :P

Refugeanoth, could you make a V-19 Torrent?

In HotAC, I see your ships that don't have a hyperdrive needing an additional base for a Hyperdrive Ring that it undocks from to play the mission and at the end of the mission when it needs to jump into hyperspace it needs to land on the Hyperdrive Ring to undock from.

Just now, Refugeanoth said:

That was actually the first way that I had this running, but I figured there had to be a reason for this ship existing outside of it just being a smaller version of the eta built for yoda, so I made it sort of a coordinator ship that was designed to avoid combat as much as possible and support other ships (especially eta-2's) in battle. Giving it 1 less hull than an eta-2 but the addition of a couple shields just felt right after some testing and it meant that your minimum 29 point investment in a ship couldn't be nuked off the table with just 1 well-placed bomb. These things are pretty expensive for what they are.


As an alternative, while still keeping a very light frame, maybe something like:

"Jedi Master" (Eta-3 Only, Title): You do not roll for damage when overlapping obstacles and you do not cause bomb tokens to detonate when you overlap them.

They'd still be vulnerable to other direct damage, through things like Vader (crew) or Ten Numb or Oiciunn rams, but at least a simple cluster bomb wouldn't wipe a jedi master off the board. Being able to go through obstacles would also make them play unlike other interceptor-type craft, which could be helpful seeing as they are only at 2 Attack and need something going for them compared to Fel, Inq, and Fenn. Whether it's just their Jedi reflexes that let them avoid obstacles and bombs or if they're using the force to push stuff out of the way, it's pretty neat and could help justify a 1 Hull 1 Shield ship, which would feel 'right' for something that's about the size of a Focus token.

5 minutes ago, AwesomeJedi said:

Refugeanoth, could you make a V-19 Torrent?

In HotAC, I see your ships that don't have a hyperdrive needing an additional base for a Hyperdrive Ring that it undocks from to play the mission and at the end of the mission when it needs to jump into hyperspace it needs to land on the Hyperdrive Ring to undock from.

I was going to make a torrent and some of the clone wars era y-wings next. For this next season when these ships are going to be more prevalent, theyre going to be carried around on a mothership like a yt2000 or some othersuch large base ship. I dig the idea of the rings though maybe for missions where a pilot doesnt want to tow in eta's.

5 minutes ago, AllWingsStandyingBy said:


As an alternative, while still keeping a very light frame, maybe something like:

"Jedi Master" (Eta-3 Only, Title): You do not roll for damage when overlapping obstacles and you do not cause bomb tokens to detonate when you overlap them.

They'd still be vulnerable to other direct damage, through things like Vader (crew) or Ten Numb or Oiciunn rams, but at least a simple cluster bomb wouldn't wipe a jedi master off the board. Being able to go through obstacles would also make them play unlike other interceptor-type craft, which could be helpful seeing as they are only at 2 Attack and need something going for them compared to Fel, Inq, and Fenn. Whether it's just their Jedi reflexes that let them avoid obstacles and bombs or if they're using the force to push stuff out of the way, it's pretty neat and could help justify a 1 Hull 1 Shield ship, which would feel 'right' for something that's about the size of a Focus token.

I actually accounted for that already with the eta-2 Hyper-Maneuverable title. In our hotac campaign we basically use that title for anything under a certain size, so eta-2's, eta-3's, trifighters, vultures and hyenas. All of them are ludicrously small like that so we give that title to all of them. I don't know about making them immune to bomb damage. With the amount of evasion they throw and with some of their abilities, they oftentimes can completely avoid fire by simply outflying us. It's especially awful with the Scythe retrofit etas since they can get out of arc and then rotate to get a bead on you and completely change their direction in the process.

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9 minutes ago, Refugeanoth said:

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That sure is a beautiful ARC-170 :wub:

The Delta-7 was really a difficult ship to pin down for abilities and stats since it was essentially a worse predecessor to the eta-2, but I looked into the differences between a sienar-based and kdy-based starship and what kuat of kuat might have brought to the table that would have been different and in some ways superior to the eta.

Delta-7's were well shielded and nearly as agile as eta's but were expensive and generally seem to have been piloted by lower-skilled jedi pilots. They also didn't have the benefit of having been made in wartime and thus have more red on their dial and don't have the addition of a cannon slot. They do however have a system, good maneuverability, and an excellent title and mod that make them quite competitive in their own right as sort of an in-between ship between the eta-2 and eta-3.

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Obi-wan was a self-proclaimed bad pilot, but damned if he wasn't pretty good at it when **** hit the fan. His delta is the lowest pilot skill, but arguably the best pilot ability of the three Deltas, so long as you're ok with piling stress on him. He can actually become insanely powerful very quickly and has to be dealt with before he piles that stress sky-high and starts showing everyone else on the table how much he REALLY hates flying :P

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Kit Fisto was supposedly able to move so quickly that he appeared a blur to those watching him and since there isn't much evidence of his being a good or great pilot, I translated that into his pilot ability, giving him sort of a mini-slam and the ability to stop in place (at the cost of heavy stress) by double 1 k-turning.

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Plo Koon is the highest pilot skill of the three and has the ability to roll out of harms way once per round before damage calculation. Simple sweet and annoying.

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The Jedi Starfighter mod turns all red moves into white moves on the deltas dial at the cost of 5 points. Suddenly makes the ship much more appealing at quite a heavy cost for an already expensive fighter.

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The Delta-7 title allows you to ignore your filled astro slot for an additional attack or evasion dice. Again, adding to the cost to bring the ship closer to snuff with the eta-2 that followed it.

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The dial is indicative of a fast ship that has all it's tricky moves at lower speeds. Kuat of Kuat tried to design his ships to be excellent all around, so I think he would have tried to strike a balance for the jedi order between agility and speed.

30 minutes ago, Bullox said:

That sure is a beautiful ARC-170 :wub:

Thanks! Sadly she barely flies anymore as her pilot in my hotac campaign moved on from this to the sith infiltrator. He's looking to field a squadron of them though for season 2, so it will probably be seeing some table time again!

I came up with working stats and upgrades for 3-faction-generics for the vulture, hyena bomber and trifighter for my hotac campaign. Going to be an attack of the droids sort of scenario that has IG-88 taking over an abandoned trade federation droid foundry and producing a galaxy conquering army and starfleet :P In terms of statlines for the vultures, it changes from faction to faction, as I see the people that used these fighters probably willing to make some changes to the droids to better suit their specific uses. All droid fighters have a pilot skill of zero, but are generally cheaper than their living counterparts and have the ability to perform moves with the title no living pilot that no living pilot could ever hope to pull off. They also all have the ability to modify their pilot skill depending on certain criteria being met. With the vultures, it varies by the number of other vultures within range 1, encouraging the fielding of large swarms of fighters... But watch out for proton bombs!

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If the vulture is designed to be swarmed out in vast numbers, then the tri-fighter is made to be deployed in (waddaya know) groups of 3. The interesting thing about these is that the respective factions that operated them after the clone wars customized them beyond their initial specs to be used for more specific purposes. The pyke syndicate used them as drug-runners, the alliance used them as unmanned escorts and the empire used them as discreet listening ships. They also carry over the adaptable pilot skill from the vultures, with them being able to boost up to 9 if flown in lockstep and hunter-killer tri-swarm presents an interesting alternative to No living pilot.

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The Hyena is the only droid of the triad that doesn't alter its stats or cost or loadout from ship to ship and instead has the ability to modify its shield and pilot skill by the number of munition slots it has filled. The only one of the three that doesnt need other hyenas to make itself better.

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30 minutes ago, Refugeanoth said:

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Obi-wan was a self-proclaimed bad pilot, but damned if he wasn't pretty good at it when **** hit the fan. His delta is the lowest pilot skill, but arguably the best pilot ability of the three Deltas, so long as you're ok with piling stress on him. He can actually become insanely powerful very quickly and has to be dealt with before he piles that stress sky-high and starts showing everyone else on the table how much he REALLY hates flying :P

Obi-wan, meet R3-A2, I think you two will get along swell (just bring a friend with BoShek as well)

22 hours ago, Refugeanoth said:

...I playtest everything in hotac mini-games called gauntlet tests that I offer to my players as a way of getting extra experience before I put it to paper, but there will always be errata to fix stuff that might not be completely perfect right off the bat. This is just something I like to do when I'm not working or planning missions for my hotac campaign and everything you see here is made through the lens of a hotac player and coordinator rather than a competitive scene x-wing player. I make things to be tremendously challenging and offering unique abilities that make the ships nasty to face for higher level hotac players, so some of these are likely to be a mite or more OP...

28 minutes ago, Refugeanoth said:

Thanks! Sadly she barely flies anymore as her pilot in my hotac campaign moved on from this to the sith infiltrator. He's looking to field a squadron of them though for season 2, so it will probably be seeing some table time again!

24 minutes ago, Refugeanoth said:

I came up with working stats and upgrades for 3-faction-generics for the vulture, hyena bomber and trifighter for my hotac campaign. Going to be an attack of the droids sort of scenario that has IG-88 taking over an abandoned trade federation droid foundry and producing a galaxy conquering army and starfleet

This sounds like one hell of a campaign. All this and your interdictor, wow. How long has this campaign been going on?