Vespid Stingwings
Composition
A VESPID STINGWINGS killteam is composed of:
- 1 VESPID STINGWING STRAIN LEADER operative
- 1 VESPID STINGWING OVERSIGHT DRONE operative
- 9 VESPID STINGWING operatives selected from the following list:
- LONGSTING
- SHADESTRAIN
- SKYBLAST
- SWARMGUARD
- WARRIOR
Other than WARRIOR operatives, your killteam can only include each operative above once.
Common Abilities and Options
Communion:
Communion points are used to maintain the tactical focus of friendly VESPID STINGWING operatives.
In the Ready step of each Strategy phase, you gain 1D3 Communion points, plus 1 if a friendly OVERSIGHT DRONE operative is in the killzone.
Communion points are used as follows (OVERSIGHT DRONE operatives are unaffected by the following):
- Whenever a friendly VESPID STINGWING operative is performing the Shoot action, it can only target the closest enemy operative within 8" of it (excluding enemy operatives within control range of other friendly VESPID STINGWING operatives) unless you spend 1 of your Communion points. For weapons with the Blast and Torrent weapon rules, only the first target must be selected in this way.
- Whenever a friendly VESPID STINGWING operative performs the Charge action, it must finish the action within control range of the closest enemy operative unless you spend 1 of your Communion points.
- Whenever you would perform the Pick Up Marker or a mission action (excluding Operate Hatch) with a friendly VESPID STINGWING operative, you must also spend one of your Communion points to do so.
- Whenever a friendly VESPID STINGWING operative is shooting, you can spend one (and only one) of your Communion points to re-roll one Attack Die.
Fly:
Whenever a friendly VESPID STINGWING operative performs an action in which it moves, it can FLY.
If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only.
Note that it gains no additional distance when performing the Charge action.
It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).
Neutron Charge:
Neutron weapons are any weapons that have the word "Neutron" in their name. Whenever a friendly VESPID STINGWING operative moves or uses FLY, its Neutron weapons have the Piercing 1 weapon rule until the end of the Turning Point.
Strain Leader
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Blaster (Dev2) | 4 | 3+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
CommuneCommunionCommunion HelmFlyNeutron ChargeOversight Drone
A 2
M 8"
S 2+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 1/2 |
Abilities
1AP: Aerial GuidanceCommunionEvasive DroneFlyLongsting
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Rail Rifle | |||
| Standard (Dev2, *Neutron Fragment) | 4 | 4+ | 4/4 |
| Aimed (Dev2, Hvy(Dash), Lethal 5+, *Neutron Fragment) | 4 | 3+ | 4/4 |
| Claws | 3 | 4+ | 3/4 |
Abilities
*Neutron FragmentCommunionFlyNeutron ChargeShadestrain
A 2
M 6"
S 3+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Sting (Rng 8", Dev2) | 4 | 4+ | 3/3 |
| Neutron Grenade (Rng 6", Blast 2", Dev2, Lim1, Sat) | 4 | 4+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
CamouflagedCommunionFlyGhost RigNeutron ChargeSkyblast
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Grenade Launcher (Blast 2", Dev2, *Neutron Bombardment) | 4 | 4+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
*Neutron BombardmentCommunionFlyNeutron ChargeNeutron FalloutSwarmguard
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer | |||
| Standard (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Skytorch (*Skytorch, Sat, *Torrent 0") | 4 | 2+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
*Skytorch*Torrent 0"CommunionFly2AP: Skytorch AssaultWarrior
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Neutron Blaster (Dev2) | 4 | 4+ | 3/3 |
| Claws | 3 | 4+ | 3/4 |
Abilities
CommunionFlyNeutron ChargeWarrior InstinctsNeurostimulant
In the Ready step of each Strategy phase, when determining how many Communion points to gain, you can roll two D3 and select one D3 to use.
Accelerant Stimulant
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) performs the Charge or Dash action, it can move an additional 1". If it uses FLY for this action, you can set it back up 1" further away.
Convergence Stimulant
Once per Turning Point, a friendly VESPID STINGWING operative can perform the Pick Up Marker or a mission action without spending a Communion point.
Aggression Stimulant
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting, its melee weapons have the Ceaseless weapon rule.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Aerial Agility
Whenever an operative is shooting a friendly VESPID STINGWING operative while counteracting, or during an activation in which that shooting operative moved or was setup, roll 1D6 whenever a normal sucess would inflict damage. On a 5+, ignore that inflicted damage. A maximum of one Attack Die can be ignored per shooting sequence.
Strategy: Airborne Predators
Whenever a friendly VESPID STINGWING operative moves or uses FLY, its weapons have the Balanced weapon rule until the end of that activation.
Balanced: Can re-roll one Attack die.
Strategy: Hardened Exoskeleton
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting or retaliating, Normal Damage of 4 or more inflicts 1 less damage on it.
Strategy: Sting
Improve the Hit stat of friendly VESPID STINGWING operatives' claws by 1, and those weapons have the Lethal 5+ and Shock weapon rules.
Firefight Ploys
Firefight: Darting Flight
Use this Firefight Ploy when a friendly VESPID STINGWING operative performs the Reposition action. Until the end of that action, it can move an additional D3", or be set up an additional D3" away if it uses FLY. In either case, it cannot perform Fight or Shoot actions for the rest of the Turning Point.
Firefight: Neutron Overload
Use this Firefight Ploy when you resolve a critical success for a friendly VESPID STINGWING operative that is shooting with a Neutron weapon during an activation in which it has moved or used FLY. If the target is within 4" of it, inflict D3 additional damage.
Firefight: Ocelli
Use this Firefight Ploy when a friendly VESPID STINGWING operative performs the Shoot action during an activation in which it has used FLY. Until the end of that action, it gains all benefits from the first and second main features of Vantage terrain. When determining the height difference between operatives for Vantage terrain rules, treat that friendly operative as being 3" higher than it currently is (but not when determining the distance for Communion).
Firefight: Vicious Venom
Use this Firefight Ploy when a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting and strikes with a critical success. Inflict D3 additional damage.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Neurostimulant:
In the Ready step of each Strategy phase, when determining how many Communion points to gain, you can roll two D3 and select one D3 to use.
Accelerant Stimulant:
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) performs the Charge or Dash action, it can move an additional 1". If it uses FLY for this action, you can set it back up 1" further away.
Convergence Stimulant:
Once per Turning Point, a friendly VESPID STINGWING operative can perform the Pick Up Marker or a mission action without spending a Communion point.
Aggression Stimulant:
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting, its melee weapons have the Ceaseless weapon rule.
Ploys
Strategic - Aerial Agility:
Whenever an operative is shooting a friendly VESPID STINGWING operative while counteracting, or during an activation in which that shooting operative moved or was setup, roll 1D6 whenever a normal sucess would inflict damage.
On a 5+, ignore that inflicted damage. A maximum of one Attack Die can be ignored per shooting sequence.
Strategic - Airborne Predators:
Whenever a friendly VESPID STINGWING operative moves or uses FLY, its weapons have the Balanced weapon rule until the end of that activation.
Balanced: Can re-roll one Attack die.
Strategic - Hardened Exoskeleton:
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting or retaliating, Normal Damage of 4 or more inflicts 1 less damage on it.
Strategic - Sting:
Improve the Hit stat of friendly VESPID STINGWING operatives' claws by 1, and those weapons have the Lethal 5+ and Shock weapon rules.
Firefight - Darting Flight:
Use this Firefight Ploy when a friendly VESPID STINGWING operative performs the Reposition action. Until the end of that action, it can move an additional D3", or be set up an additional D3" away if it uses FLY. In either case, it cannot perform Fight or Shoot actions for the rest of the Turning Point.
Firefight - Neutron Overload:
Use this Firefight Ploy when you resolve a critical success for a friendly VESPID STINGWING operative that is shooting with a Neutron weapon during an activation in which it has moved or used FLY. If the target is within 4" of it, inflict D3 additional damage.
Firefight - Ocelli:
Use this Firefight Ploy when a friendly VESPID STINGWING operative performs the Shoot action during an activation in which it has used FLY.
Until the end of that action, it gains all benefits from the first and second main features of Vantage terrain. When determining the height difference between operatives for Vantage terrain rules, treat that friendly operative as being 3" higher than it currently is (but not when determining the distance for Communion).
Firefight - Vicious Venom:
Use this Firefight Ploy when a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting and strikes with a critical success. Inflict D3 additional damage.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.