Fr

Killteam

Vespid Stingwings

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.

Archetype : Reconnaissance / Recherche et destruction
Fire Team Vespid Stingwings

1 VESPID STINGWING STRAIN LEADER operative


1 VESPID STINGWING OVERSIGHT DRONE operative


9 VESPID STINGWING operatives selected fromthe following list:

  • LONGSTING
  • SHADESTRAIN
  • SKYBLAST
  • SWARMGUARD
  • WARRIOR

 

Other than WARRIOR operatives, your kill team can only include each operative above once.

Operatives

Vespid Strain Leader

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Neutron blaster 4 3+ 3/3 Devastating 2
Devastating 2
Claws 3 4+ 3/4
Communion Helm:

Once during each of this operative’s activations, you can spend 1 Communion point for free.

Commune:

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.

VESPID STINGWING, T’AU EMPIRE, STRAIN, LEADER
28

Vespid Strain Leader

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Neutron blaster 4 3+ 3/3 Devastating 2
Devastating 2
Claws 3 4+ 3/4
Communion Helm:

Once during each of this operative’s activations, you can spend 1 Communion point for free.

Commune:

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.

VESPID STINGWING, T’AU EMPIRE, STRAIN, LEADER
28

Oversight drone

LPA
2
M
8"
SVG
2+
PV
5
Nom A T D Règles
Ram 3 5+ 1/2
Evasive Drone:
  • This operative cannot perform any actions other than Aerial Guidance, Charge, Dash, Fall Back, Fight and Reposition.
  • Whenever determining control of objective markers, treat this operative’s APL stat as 1 lower.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
Aerial Guidance 1PA

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

VESPID STINGWING, T’AU EMPIRE, OVERSIGHT, DRONE
25

Oversight drone

LPA
2
M
8"
SVG
2+
PV
5
Nom A T D Règles
Ram 3 5+ 1/2
Evasive Drone:
  • This operative cannot perform any actions other than Aerial Guidance, Charge, Dash, Fall Back, Fight and Reposition.
  • Whenever determining control of objective markers, treat this operative’s APL stat as 1 lower.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
Aerial Guidance 1PA

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

VESPID STINGWING, T’AU EMPIRE, OVERSIGHT, DRONE
25

Vespid Longsting

LPA
2
M
6"
SVG
5+
PV
9
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
*Neutron Fragment:

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).

VESPID STINGWING, T’AU EMPIRE, LONGSTING
28

Vespid Longsting

LPA
2
M
6"
SVG
5+
PV
9
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
*Neutron Fragment:

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).

VESPID STINGWING, T’AU EMPIRE, LONGSTING
28

Vespid Shadestrain

LPA
2
M
6"
SVG
3+
PV
9
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
Ghost Rig:

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.

Camouflaged:

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.

VESPID STINGWING, T’AU EMPIRE, SHADESTRAIN
28

Vespid Shadestrain

LPA
2
M
6"
SVG
3+
PV
9
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
Ghost Rig:

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.

Camouflaged:

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.

VESPID STINGWING, T’AU EMPIRE, SHADESTRAIN
28

Vespid Skyblast

LPA
2
M
6"
SVG
5+
PV
9
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
Neutron Fallout:

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).

*Neutron Bombardment:

Place one of your Neutron Fallout markers within the primary target’s control range.

VESPID STINGWING, T’AU EMPIRE, SKYBLAST
28

Vespid Skyblast

LPA
2
M
6"
SVG
5+
PV
9
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
Neutron Fallout:

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).

*Neutron Bombardment:

Place one of your Neutron Fallout markers within the primary target’s control range.

VESPID STINGWING, T’AU EMPIRE, SKYBLAST
28

Vespid Swarmguard

LPA
2
M
6"
SVG
5+
PV
9
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
*Skytorch:

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.

Skytorch Assault 2PA

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.

VESPID STINGWING, T’AU EMPIRE, SWARMGUARD
28

Vespid Swarmguard

LPA
2
M
6"
SVG
5+
PV
9
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
*Skytorch:

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.

Skytorch Assault 2PA

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.

VESPID STINGWING, T’AU EMPIRE, SWARMGUARD
28

Vespid Warrior

LPA
2
M
6"
SVG
5+
PV
9
Nom A T D Règles
Neutron blaster 4 4+ 3/3 Devastating 2
Devastating 2
Claws 3 4+ 3/4
Warrior Instincts:

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.

VESPID STINGWING, T’AU EMPIRE, WARRIOR
28

Vespid Warrior

LPA
2
M
6"
SVG
5+
PV
9
Nom A T D Règles
Neutron blaster 4 4+ 3/3 Devastating 2
Devastating 2
Claws 3 4+ 3/4
Warrior Instincts:

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.

VESPID STINGWING, T’AU EMPIRE, WARRIOR
28

Faction rules

Faction rules

Communion 1/2

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):

Faction rules

Fly

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.

Faction rules

Communion 2/2
  1. 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.
  2. Whenever a friendly VESPID STINGWING operative performs the Charge action, it must finish the action within control range of the closest enemy operative it can unless you spend 1 of your Communion points.
  3. 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 1 of your Communion points to do so.
  4. Whenever a friendly VESPID STINGWING operative is shooting, you can spend 1 (and only 1) of your Communion points to re‑roll one attack dice.

Faction rules

Neutron charge

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.

Strategy ploys

Strategy ploys

Hardened Exoskeleton

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.

Strategy ploys

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 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.

Strategy ploys

Airborne predators

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.

Strategy ploys

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 ploys

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 ploys

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.

Firefight ploys

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 ploys

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).

Faction equipment

Faction 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

Faction equipment

Convergence stimulant

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.

Faction equipment

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.

Faction equipment

Aggression stimulant

Whenever a friendly VESPID STINGWING (excluding OVERSIGHT DRONE) operative is fighting, its melee weapons have the Ceaseless weapon rule.

Faction rules commentary

Faction rules commentary

Communion point & Shoot

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.

Faction rules commentary

Skytorch

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.