Vespid Stingwings

ReconSeek & Destroy
KILL GRADE [11]
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247911

What to Know

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

Unusual Shooting
Swarmguard: Flamer (Skytorch) ignores cover and obscuring during Skytorch Assault.
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
APL Modifiers
Bitter Demise
Block Rerolls
Damage Reduction
Strategic Ploy: Hardened Exoskeleton: reduce damage by 1 for normal damage of 4+.Strategic Ploy: Aerial Agility: ignore damage on 5+ dice roll.

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

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

  • 1 VESPID STINGWING STRAIN LEADER operative
  • 1 VESPID STINGWING OVERSIGHT DRONE operative
  • 9 VESPID STINGWING operatives selected from the following list:
    • LONGSTING
    • SHADESTRAIN
    • SKYBLAST
    • SWARMGUARD
    • WARRIOR

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment