Meet the Vespid Stingwings - a fast-moving aerial assault force! With 11 operatives including a Strain Leader and Oversight Drone, they dominate with FLY movement and deadly neutron weapons. Manage Communion points to unleash their full potential - breaking target restrictions, re-rolling attacks, and charging freely. They're glass cannons with 5+ saves but hit hard in both shooting and melee. Unique ploys like Aerial Agility and Hardened Exoskeleton keep them mobile and surprisingly durable. Perfect for players who love high-speed tactical positioning and explosive firepower!
Core Abilities
Faction Rules
- Communion: Gain Communion points to allow Vespid Stingwings to ignore targeting restrictions and reroll attack dice.
- Neutron Charge: Neutron weapons gain Piercing 1 when Vespid Stingwings move or fly.
- Fly: Vespid Stingwings can teleport instead of moving, avoiding terrain and enemy control.
Strategic Ploys
- Hardened Exoskeleton: Reduce damage from Normal Dmg 4+ by 1
- Aerial Agility: 5+ save vs shooting after move or setup
- Airborne Predators: Gain Balanced weapon rule after moving
- Sting: +1 Hit, Lethal 5+, and Shock on claws
Firefight Ploys
- Ocelli: Gain Vantage benefits, treat as 3" higher
- Darting Flight: Move extra D3", no Shoot or Fight after
- Neutron Overload: Critical hit adds D3 damage if within 4"
- Vicious Venom: Critical strike in fight adds D3 damage
Equipment
- Neurostimulant: Roll two D3 and pick one for Communion points in Ready step
- Convergence Stimulant: Once per turning point, Vespid can perform action without Communion point
- Accelerant Stimulant: Vespid gains +1" movement on Charge/Dash, extra 1" setup if using FLY
- Aggression Stimulant: Vespid melee weapons gain Ceaseless weapon rule when fighting