Vespid Stingwings

Seek & Destroy
KILL GRADE [9]
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24579

What to Know

Meet the Vespid Stingwings! A 9-operative T'au Empire team that masters the skies with their unique FLY rule. They're fast (Move 6-8) but fragile (Save 5+). Their playstyle revolves around aerial mobility: use FLY to reposition, gain Neutron Charge for Piercing weapons, and leverage Communion points for mission actions. They excel at shooting with neutron weapons (especially after moving) but can pack a punch in melee with buffed claws. Strategy ploys like Aerial Agility make them evasive, while Hardened Exoskeleton adds durability. Perfect for players who love hit-and-run tactics and controlling the battlefield from above!

Core Abilities

Unusual Shooting
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
APL Modifiers
Oversight Drone: Treat APL as 1 lower for objective control.
Bitter Demise
Block Rerolls
Damage Reduction
Strategic Ploy: Hardened Exoskeleton: reduce normal damage 4+ by 1.Strategic Ploy: Aerial Agility: ignore normal damage on 5+ dice result.

Faction Rules

  • Fly: Vespid Stingwings can teleport instead of moving, ignoring terrain restrictions.
  • Neutron Charge: Vespid Stingwings gain Piercing 1 on neutron weapons after moving or flying.
  • Communion: Gain D3 points per turn to enhance marker pickup and mission actions.

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

Rules Commentary

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.
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.

Operative Selection

Operative Selection Rules

  • 9 VESPID STINGWING operatives selected from the following list:

(Note: The amendments provided include changes to OVERSIGHT DRONE, SWARMGUARD, and LONGSTING operatives, but the complete list is not fully specified in the text.)

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment