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.