Below you will find a list of the operatives that make up a VESPID STINGWING kill team, including, where relevant, any weapons specified for that operative.
1 VESPID STINGWING STRAIN LEADER operative
1 VESPID STINGWING OVERSIGHT DRONE operative
9 VESPID STINGWING operatives selected fromthe following list:
Other than WARRIOR operatives, your kill team can only include each operative above once.
| Nom | A | T | D | Règles | |
| Neutron blaster | 4 | 3+ | 3/3 | Devastating 2 | |
| Devastating 2 | |||||
| Claws | 3 | 4+ | 3/4 | ||
Once during each of this operative’s activations, you can spend 1 Communion point for free.
When selecting your operatives for the battle, also select one VESPID STINGWING strategy ploy. Whenever this operative is in the killzone and not within control range of enemy operatives, that ploy costs you 0CP.
| Nom | A | T | D | Règles | |
| Neutron blaster | 4 | 3+ | 3/3 | Devastating 2 | |
| Devastating 2 | |||||
| Claws | 3 | 4+ | 3/4 | ||
Once during each of this operative’s activations, you can spend 1 Communion point for free.
When selecting your operatives for the battle, also select one VESPID STINGWING strategy ploy. Whenever this operative is in the killzone and not within control range of enemy operatives, that ploy costs you 0CP.
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 1/2 | ||
SUPPORT. Until the start of this operative’s next activation, whenever another friendly VESPID STINGWING operative within 6" of this operative is shooting an enemy operative visible to this operative, that friendly operative’s ranged weapons have the Lethal 5+ and Saturate weapon rules. This has no effect while this operative is within control range of an enemy operative.
This operative cannot perform this action while within control range of an enemy operative
| Nom | A | T | D | Règles | |
| Ram | 3 | 5+ | 1/2 | ||
SUPPORT. Until the start of this operative’s next activation, whenever another friendly VESPID STINGWING operative within 6" of this operative is shooting an enemy operative visible to this operative, that friendly operative’s ranged weapons have the Lethal 5+ and Saturate weapon rules. This has no effect while this operative is within control range of an enemy operative.
This operative cannot perform this action while within control range of an enemy operative
| Nom | A | T | D | Règles | |
| Neutron rail rifle (aimed) | 4 | 3+ | 4/4 | Devastating 2, Lethal 5+, Heavy (Dash only), Neutron Fragment* | |
| Devastating 2, Lethal 5+, Heavy (Dash only), Neutron Fragment* | |||||
| Neutron rail rifle (standard) | 4 | 4+ | 4/4 | Devastating 2, Neutron Fragment* | |
| Devastating 2, Neutron Fragment* | |||||
| Claws | 3 | 4+ | 3/4 | ||
If the target of this weapon isn’t incapacitated but you resolve any attack dice, the target gains one of your Neutron Fragment tokens. Whenever an operative that has one of your Neutron Fragment tokens is activated, inflict D3 damage on it for each Neutron Fragment token it has (roll separately for each).
| Nom | A | T | D | Règles | |
| Neutron rail rifle (aimed) | 4 | 3+ | 4/4 | Devastating 2, Lethal 5+, Heavy (Dash only), Neutron Fragment* | |
| Devastating 2, Lethal 5+, Heavy (Dash only), Neutron Fragment* | |||||
| Neutron rail rifle (standard) | 4 | 4+ | 4/4 | Devastating 2, Neutron Fragment* | |
| Devastating 2, Neutron Fragment* | |||||
| Claws | 3 | 4+ | 3/4 | ||
If the target of this weapon isn’t incapacitated but you resolve any attack dice, the target gains one of your Neutron Fragment tokens. Whenever an operative that has one of your Neutron Fragment tokens is activated, inflict D3 damage on it for each Neutron Fragment token it has (roll separately for each).
| Nom | A | T | D | Règles | |
| Neutron grenade | 4 | 4+ | 3/3 | Blast 2", Devastating 2, Limited 1, Range 6", Saturate | |
| Blast 2", Devastating 2, Limited 1, Range 6", Saturate | |||||
| Neutron sting | 4 | 4+ | 3/3 | Devastating 2, Range 8" | |
| Devastating 2, Range 8" | |||||
| Claws | 3 | 4+ | 3/4 | ||
While this operative has a Conceal order, your opponent cannot select it as a valid target unless it’s within 6" of the operative trying to target it. Note that this rule has no effect if this operative is not selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.
Whenever an operative is shooting this operative, ignore the Piercing weapon rule and all cover saves are retained as critical successes. This rule has no effect if this operative is not selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.
| Nom | A | T | D | Règles | |
| Neutron grenade | 4 | 4+ | 3/3 | Blast 2", Devastating 2, Limited 1, Range 6", Saturate | |
| Blast 2", Devastating 2, Limited 1, Range 6", Saturate | |||||
| Neutron sting | 4 | 4+ | 3/3 | Devastating 2, Range 8" | |
| Devastating 2, Range 8" | |||||
| Claws | 3 | 4+ | 3/4 | ||
While this operative has a Conceal order, your opponent cannot select it as a valid target unless it’s within 6" of the operative trying to target it. Note that this rule has no effect if this operative is not selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.
Whenever an operative is shooting this operative, ignore the Piercing weapon rule and all cover saves are retained as critical successes. This rule has no effect if this operative is not selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.
| Nom | A | T | D | Règles | |
| Neutron grenade launcher | 4 | 4+ | 3/3 | Blast 2", Devastating 2, Neutron Bombardment* | |
| Blast 2", Devastating 2, Neutron Bombardment* | |||||
| Claws | 3 | 4+ | 3/4 | ||
Once during each enemy operative’s activation, as soon as it’s within 2" of one of your Neutron Fallout markers, inflict D3 damage on it (multiple markers are not cumulative).
Place one of your Neutron Fallout markers within the primary target’s control range.
| Nom | A | T | D | Règles | |
| Neutron grenade launcher | 4 | 4+ | 3/3 | Blast 2", Devastating 2, Neutron Bombardment* | |
| Blast 2", Devastating 2, Neutron Bombardment* | |||||
| Claws | 3 | 4+ | 3/4 | ||
Once during each enemy operative’s activation, as soon as it’s within 2" of one of your Neutron Fallout markers, inflict D3 damage on it (multiple markers are not cumulative).
Place one of your Neutron Fallout markers within the primary target’s control range.
| Nom | A | T | D | Règles | |
| Flamer (skytorch) | 4 | 2+ | 3/3 | Saturate, Torrent 0", Skytorch* | |
| Saturate, Torrent 0", Skytorch* | |||||
| Flamer (standard) | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
| Range 8", Saturate, Torrent 2" | |||||
| Claws | 3 | 4+ | 3/4 | ||
An operative can only use this weapon during the Skytorch Assault action. If it does, do not select a valid target. Instead, shoot against each operative within its torch zone (excluding operatives wholly underneath Vantage terrain); they are not in cover or obscured. Roll each sequence separately in order of furthest operative to closest. The torch zone is the area between the operative’s current and previous location. A 28mm round Skytorch marker can be temporarily placed underneath this operative before it moves to help determine this.
Perform a free Reposition action with this operative. During that action, it must FLY and can move an additional 2". Then perform a free Shoot action. You can only select a flamer (skytorch) for that Shoot action.
This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Flamer (skytorch) | 4 | 2+ | 3/3 | Saturate, Torrent 0", Skytorch* | |
| Saturate, Torrent 0", Skytorch* | |||||
| Flamer (standard) | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
| Range 8", Saturate, Torrent 2" | |||||
| Claws | 3 | 4+ | 3/4 | ||
An operative can only use this weapon during the Skytorch Assault action. If it does, do not select a valid target. Instead, shoot against each operative within its torch zone (excluding operatives wholly underneath Vantage terrain); they are not in cover or obscured. Roll each sequence separately in order of furthest operative to closest. The torch zone is the area between the operative’s current and previous location. A 28mm round Skytorch marker can be temporarily placed underneath this operative before it moves to help determine this.
Perform a free Reposition action with this operative. During that action, it must FLY and can move an additional 2". Then perform a free Shoot action. You can only select a flamer (skytorch) for that Shoot action.
This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
| Nom | A | T | D | Règles | |
| Neutron blaster | 4 | 4+ | 3/3 | Devastating 2 | |
| Devastating 2 | |||||
| Claws | 3 | 4+ | 3/4 | ||
Whenever this operative is shooting, if you don’t spend Communion points during that sequence, its neutron blaster has the Accurate 1 weapon rule until the end of that sequence.
| Nom | A | T | D | Règles | |
| Neutron blaster | 4 | 4+ | 3/3 | Devastating 2 | |
| Devastating 2 | |||||
| Claws | 3 | 4+ | 3/4 | ||
Whenever this operative is shooting, if you don’t spend Communion points during that sequence, its neutron blaster has the Accurate 1 weapon rule until the end of that sequence.
Communion points are used to maintain the tactical focus of friendly VESPID STINGWING operatives. In the Ready step of each Strategy phase, you gain D3 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 performs an action in which it moves, it can FLY. If it does, don’t 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 the horizontal distance only (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured 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). 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’s the Charge action, it cannot be set up within control range of an enemy operative.
Neutron weapons are any weapons that have the word ‘neutron’ in their name, e.g. neutron blaster, neutron grenade launcher, etc. 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.
Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting or retaliating, Normal Dmg of 4 or more inflicts 1 less damage on it.
Whenever an operative is shooting a friendly VESPID STINGWING operative while counteracting, or during an activation in which that shooting operative moved or was set up, roll one D6 whenever an attack dice would inflict Normal Dmg: on a 5+, ignore that inflicted damage. A maximum of one attack dice can be ignored per shooting sequence.
Whenever a friendly VESPID STINGWING operative moves or uses FLY during its activation, its weapons have the Balanced weapon rule until the end of that activation.
Improve the Hit stat of friendly VESPID STINGWING operatives’ claws by 1, and those weapons have the Lethal 5+ and Shock weapon rules.
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.
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.
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
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).
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
Once per turning point, a friendly VESPID STINGWING operative can perform the Pick Up Marker or a mission action without you spending a Communion point.
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.
Whenever a friendly VESPID STINGWING (excluding OVERSIGHT DRONE) operative is fighting, its melee weapons have the Ceaseless weapon rule.
Q: If there are no enemy operatives within 8" of a friendly VESPID STINGWING operative, do I need to spend a Communion point to target an enemy operative more than 8" from it?
A: Yes.
Q: In killzones that use the close quarters rules, does the VESPID STINGWING SWARMGUARD’s torch zone for the Skytorch weapon rule bend around any Wall terrain that’s intervening?
A: Yes.