“The forests sting”
Common Abilities and Options
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.
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).
Warrior Instincts:
Whenever this operative is shooting, if you do not spend Communion points during that sequence, its Neutron Blaster has the Accurate 1 weapon rule until the end of that sequence.
Operatives
1. Scinkuk Isil
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
Neutron ChargeCommunion HelmCommuneCommunionFly2. Drone
A 2
M 8"
S 2+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ram | 3 | 5+ | 1/2 |
Abilities
CommunionEvasive DroneFly1AP: Aerial Guidance3. Vruccon Aildre
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 ChargeCommunionFly*Neutron Fragment4. Khuczed Yaqils
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
Neutron ChargeCamouflagedCommunionFlyGhost Rig5. Trauiks Phelmors
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 ChargeCommunionFly*Neutron BombardmentNeutron Fallout6. Vemex Sturkon
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
CommunionFly*Skytorch*Torrent 0"2AP: Skytorch Assault7. Trikzx Maarkx
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
Neutron ChargeCommunionFlyWarrior Instincts8. Khenqods Oears
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
Neutron ChargeCommunionFlyWarrior Instincts9. Uveols Alo
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
Neutron ChargeCommunionFlyWarrior Instincts10. Aeols Riessir
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
Neutron ChargeCommunionFlyWarrior InstinctsEquipment
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
Aerial Agility
Strategy PloyWhenever 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.
Airborne Predators
Strategy PloyWhenever 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.
Hardened Exoskeleton
Strategy PloyWhenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting or retaliating, Normal Damage of 4 or more inflicts 1 less damage on it.
Sting
Strategy PloyImprove the Hit stat of friendly VESPID STINGWING operatives' claws by 1, and those weapons have the Lethal 5+ and Shock weapon rules.
Darting Flight
Firefight PloyUse 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.
Neutron Overload
Firefight PloyUse 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.
Ocelli
Firefight PloyUse 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).
Vicious Venom
Firefight PloyUse this Firefight Ploy when a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting and strikes with a critical success. Inflict D3 additional damage.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.