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
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