Vespid Stingwings

Vespid Stingwings are an offensive kill team with swarm-like instinctual behaviours. They have some powerful ranged weapons, but your operatives will always prioritise a close threat, so you’ll have to plan your attacks to maximise their offensive potential.

Books

BookKindEditionVersionLast update
  Vespid Stingwings
  Vespid StingwingsFaction31.2April 2025
Archetype: Seek & Destroy / Recon

Vespid Stingwings Kill Team

Operatives

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

Marker/Token Guide

Neutron Fragment token

Neutron Fallout marker

Neutron Grenade token

Skytorch marker

Communion point token

Faction Rules

Communion

Other species struggle to understand and interact with Vespids. The T’au have managed to establish strong links through various technological aids, most notably their communion helms. The Vespids have accepted these aids as beneficial, but the true extent of their impact is unknown.

Communion points are used to maintain the tactical focus of friendly VESPID STINGWING operatives. In the Ready step of each Strategy phase, you gain D3 Communion points, plus 1 if a friendly OVERSIGHT DRONE operative is in the killzone. Communion points are used as follows (OVERSIGHT DRONE operatives aren’t affected by the following):
  1. Whenever a friendly VESPID STINGWING operative is performing the Shoot action, it can only target the closest enemy operative within 8" of it (excluding enemy operatives within control range of other friendly VESPID STINGWING operatives) unless you spend 1 of your Communion points. For weapons with the Blast and Torrent weapon rules, only the first target must be selected in this way.
  2. Whenever a friendly VESPID STINGWING operative performs the Charge action, it must end the action within control range of the closest enemy operative it can unless you spend 1 of your Communion points.
  3. Whenever you would perform the Pick Up Marker or a mission action (excluding Operate Hatch) with a friendly VESPID STINGWING operative, you must also spend 1 of your Communion points to do so.
  4. Whenever a friendly VESPID STINGWING operative is shooting, you can spend 1 (and only 1) of your Communion points to re-roll one of your attack dice.

Neutron Charge

Neutron weapons are powered by radioactive crystals from the Vespids’ home world. The harmonic thrumming of Vespids’ wings resonates within the crystals to charge them. When unleashed, even heavy combat armour can barely protect against this atom-stripping energy charge.

Neutron weapons are any weapons that have the word ‘neutron’ in their name, e.g. neutron blaster, neutron grenade launcher, etc. Whenever a friendly VESPID STINGWING operative moves or uses FLY, its neutron weapons have the Piercing 1 weapon rule until the end of the turning point.

Fly

The thrumming wings of the Vespids bear them aloft with speed and remarkable agility.

Whenever a friendly VESPID STINGWING operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

Strategy Ploys

HARDENED EXOSKELETON

Natural exoskeletal chitin armours the Vespids, giving them an insectile resilience against all but the most grievous blows.

Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting or retaliating, Normal Dmg of 4 or more inflicts 1 less damage on it.
AERIAL AGILITY

Vespids jink and weave through the air, following unpredictable flight paths that confound foes who have not had time to line up clean shots.

Whenever an operative is shooting a friendly VESPID STINGWING operative while counteracting, or during an activation in which that shooting operative moved or was set up, roll one D6 whenever an attack dice would inflict Normal Dmg: on a 5+, ignore that inflicted damage. You cannot ignore more than one attack dice per Shoot action sequence this way.
AIRBORNE PREDATORS

Hard-wired instincts see the Vespids pounce upon their victims from on high, striking with lethal predatory intent.

Whenever a friendly VESPID STINGWING operative moves or uses FLY during its activation, its weapons have the Balanced weapon rule until the end of that activation.
STING

The bayonet-like stingers that jut from the Vespids’ abdomens can be employed as weapons, their vicious barbs piercing plate armour and driving deep into their victims’ bodies.

Improve the Hit stat of friendly VESPID STINGWING operatives’ claws by 1, and those weapons have the Lethal 5+ and Shock weapon rules.

Firefight Ploys

OCELLI

The multispectral eyesight and esoteric sensory acuity of the Vespids are equal to any scanning technologies. As they sweep over the battlefield, they easily pick out even the most well-concealed enemies.

Use this firefight ploy when a friendly VESPID STINGWING operative performs the Shoot action during an activation in which it’s used FLY. Until the end of that action, it gains all benefits from the first and second main features of Vantage terrain. When determining the height difference between operatives for Vantage terrain rules, treat that friendly operative as being 3" higher than it currently is (but not when determining the distance for Communion).
DARTING FLIGHT

Vespids are capable of tremendous airborne speed, allowing them to rapidly reposition during a firefight.

Use this firefight ploy when a friendly VESPID STINGWING operative performs the Reposition action. Until the end of that action, it can move an additional D3", or be set up an additional D3" away if it uses FLY. In either case, it cannot perform Shoot or Fight actions for the rest of the turning point.
NEUTRON OVERLOAD

Augmented in some ineffable fashion by the rapid wing beats of the Vespids, their neutron weaponry can unleash horrific point-blank energy blasts.

Use this firefight ploy when you resolve a critical success for a friendly VESPID STINGWING operative that’s shooting with a neutron weapon during an activation in which it’s moved or used FLY. If the target is within 4" of it, inflict D3 additional damage.
VICIOUS VENOM

Many Strains of Vespid produce various neurotoxins and inflammatory agents from their abdominal stingers, which can reduce victims to convulsing wrecks or anaphylactically bloat their flesh to bursting point.

Use this firefight ploy when a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting and you strike with a critical success. Inflict D3 additional damage.

Faction Equipment

NEUROSTIMULANT

Dispensed from ampoules within the Vespid’s armour, this chemical cocktail is intended to aid the clarity of communion and ensure discipline is maintained during battle.

In the Ready step of each Strategy phase, when determining how many Communion points to gain, you can roll two D3 and select one D3 to use.
CONVERGENCE STIMULANT

This substance, dispensed only in extreme cases and at the Shas’ui’s discretion, suppresses the instinctual responses of the Vespids to aid in mission focus under extreme stress.

Once per turning point, a friendly VESPID STINGWING operative can perform the Pick Up Marker or a mission action without you spending a Communion point.
ACCELERANT STIMULANT

Though it bears long-term risks of injury or dangerous fatigue, this stimulant sharpens the Vespids’ reactions and lends them haste in the heat of battle.

Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) performs the Charge or Dash action, it can move an additional 1". If it uses FLY for this action, you can set it back up 1" further away.
AGGRESSION STIMULANT

Should their Vespids look in danger of being overrun, a Shas’ui may risk triggering the release of this highly-addictive mixture of combat stimulants and aggression amplifiers.

Whenever a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting, its melee weapons have the Ceaseless weapon rule.

Datacards


Vespid Strain Leader

It is the task of the Strain Leader to interpret the commands of their kill team’s handler and then ensure their operatives comply. What precise role this formidable flying warrior occupies within the enigmatic hierarchies of their people is unclear, but the Vespids under their command obey – in most cases – without question.

Vespid Strain Leader

It is the task of the Strain Leader to interpret the commands of their kill team’s handler and then ensure their operatives comply. What precise role this formidable flying warrior occupies within the enigmatic hierarchies of their people is unclear, but the Vespids under their command obey – in most cases – without question.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Neutron blaster
Neutron blaster
4
3+
3/3
Devastating 2Devastating 2
Claws
Claws
3
4+
3/4
-
Communion Helm: Once during each of this operative’s activations, you can spend 1 Communion point for free.
Commune: When selecting your operatives for the battle, also select one VESPID STINGWING strategy ploy. Whenever this operative is in the killzone and isn’t within control range of enemy operatives, that ploy costs you 0CP.
VESPID STINGWING, T’AU EMPIRE, STRAIN, LEADER
⌀28mm


Oversight Drone

The MV44 Oversight Drone is an adaptation of aerial reconnaissance units originally deployed by the Air caste to survey potentially hostile worlds before invasion. Linked directly to the kill team’s handler, it is an invaluable source of up-to-the-moment tactical intelligence. Meanwhile, its speed and agility make it a difficult target for enemy marksmen.

Oversight Drone

The MV44 Oversight Drone is an adaptation of aerial reconnaissance units originally deployed by the Air caste to survey potentially hostile worlds before invasion. Linked directly to the kill team’s handler, it is an invaluable source of up-to-the-moment tactical intelligence. Meanwhile, its speed and agility make it a difficult target for enemy marksmen.

APL
2
MOVE
8"
SAVE
2+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Ram
Ram
3
5+
1/2
-
Evasive Drone:
  • This operative cannot perform any actions other than Aerial Guidance, Charge, Dash, Fall Back, Fight and Reposition.
  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever determining what’s visible to this operative, the round disc at the top of the miniature is its head.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

AERIAL GUIDANCE 1AP

SUPPORT. Until the start of this operative’s next activation, whenever another friendly VESPID STINGWING operative within 6" of this operative is shooting an enemy operative visible to this operative, that friendly operative’s ranged weapons have the Lethal 5+ and Saturate weapon rules. This has no effect while this operative is within control range of an enemy operative.

This operative cannot perform this action while within control range of an enemy operative.
VESPID STINGWING, T’AU EMPIRE, OVERSIGHT, DRONE
⌀25mm


Vespid Longsting

Though most Mal’kor are inclined towards aggressive, close-quarters firefights, some channel their predatory instincts into picking off foes from afar. The most talented of these become Longstings. A Longsting employs their power of flight to swiftly relocate between ideal vantage points, making for an elusive and deadly sniper amidst dense terrain.

Vespid Longsting

Though most Mal’kor are inclined towards aggressive, close-quarters firefights, some channel their predatory instincts into picking off foes from afar. The most talented of these become Longstings. A Longsting employs their power of flight to swiftly relocate between ideal vantage points, making for an elusive and deadly sniper amidst dense terrain.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Neutron rail rifle (standard)
Neutron rail rifle (standard)
4
4+
4/4
Devastating 2, Neutron Fragment*Devastating 2, Neutron Fragment*
Neutron rail rifle (aimed)
Neutron rail rifle (aimed)
4
3+
4/4
Devastating 2, Heavy (Dash only), Lethal 5+, Neutron Fragment*Devastating 2, Heavy (Dash only), Lethal 5+, Neutron Fragment*
Claws
Claws
3
4+
3/4
-
*Neutron Fragment: If the target of this weapon isn’t incapacitated but you resolve any attack dice, the target gains one of your Neutron Fragment tokens. Whenever an operative that has one of your Neutron Fragment tokens is activated, inflict D3 damage on it for each Neutron Fragment token it has (roll separately for each).
VESPID STINGWING, T’AU EMPIRE, LONGSTING
⌀28mm


Vespid Shadestrain

Though still a rare sight on the battlefields of the 41st Millennium, a Shadestrain is a powerful asset to any Vespid kill team. Their ghost rig hides them behind a veiling stealth field that smothers sound, sight and even energistic impressions as they move into position, then strike with their potent neutron sting.

Vespid Shadestrain

Though still a rare sight on the battlefields of the 41st Millennium, a Shadestrain is a powerful asset to any Vespid kill team. Their ghost rig hides them behind a veiling stealth field that smothers sound, sight and even energistic impressions as they move into position, then strike with their potent neutron sting.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Neutron sting
Neutron sting
4
4+
3/3
Range 8", Devastating 2Range 8", Devastating 2
Neutron grenade
Neutron grenade
4
4+
3/3
Range 6", Blast 2", Devastating 2, Limited 1, SaturateRange 6", Blast 2", Devastating 2, Limited 1, Saturate
Claws
Claws
3
4+
3/4
-
Ghost Rig: While this operative has a Conceal order, your opponent cannot select it as a valid target unless it’s within 6" of the operative trying to target it. Note that this rule has no effect if this operative isn’t selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.
Camouflaged: Whenever an operative is shooting this operative, ignore the Piercing weapon rule and all cover saves are retained as critical successes. This rule has no effect if this operative isn’t selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.
VESPID STINGWING, T’AU EMPIRE, SHADESTRAIN
⌀28mm


Vespid Skyblast

A Vespid Skyblast wields the recently developed neutron grenade launcher to great effect. The indiscriminate blasts of this weapon lessen the need for pinpoint accuracy, meaning this operative often stays on the move, even while lobbing volleys of fire into the most close-packed knots of their enemies to devastating effect.

Vespid Skyblast

A Vespid Skyblast wields the recently developed neutron grenade launcher to great effect. The indiscriminate blasts of this weapon lessen the need for pinpoint accuracy, meaning this operative often stays on the move, even while lobbing volleys of fire into the most close-packed knots of their enemies to devastating effect.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Neutron grenade launcher
Neutron grenade launcher
4
4+
3/3
Blast 2", Devastating 2, Neutron Bombardment*Blast 2", Devastating 2, Neutron Bombardment*
Claws
Claws
3
4+
3/4
-
*Neutron Bombardment: Place one of your Neutron Fallout markers within the primary target’s control range.
Neutron Fallout: Once during each enemy operative’s activation, as soon as it’s within 2" of one of your Neutron Fallout markers, inflict D3 damage on that operative (multiple markers aren’t cumulative).
VESPID STINGWING, T’AU EMPIRE, SKYBLAST
⌀28mm


Vespid Swarmguard

Though Vespids have some natural advantages in close combat, their teams risk being overrun by especially numerous or savage combatants. Driving back such enemies falls to the Swarmguard, whose T’au flamer projects roaring jets of chemical fire that can incinerate groups of foes, spreading panic and agony amidst enemy ranks.

Vespid Swarmguard

Though Vespids have some natural advantages in close combat, their teams risk being overrun by especially numerous or savage combatants. Driving back such enemies falls to the Swarmguard, whose T’au flamer projects roaring jets of chemical fire that can incinerate groups of foes, spreading panic and agony amidst enemy ranks.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Flamer (standard)
Flamer (standard)
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Flamer (skytorch)
Flamer (skytorch)
4
2+
3/3
Saturate, Torrent 0", Skytorch*Saturate, Torrent 0", Skytorch*
Claws
Claws
3
4+
3/4
-
*Skytorch: An operative can only use this weapon during the Skytorch Assault action. If it does, don’t select a valid target. Instead, shoot against each operative within its torch zone (excluding operatives wholly underneath Vantage terrain); they aren’t in cover or obscured. Roll each sequence separately in order of furthest operative to closest. The torch zone is the horizontal area between the operative’s current and previous location. A 28mm round Skytorch marker can be temporarily placed underneath this operative before it moves to help determine this. Torrent 0" means you cannot select secondary targets outside of its torch zone, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).

SKYTORCH ASSAULT2AP

Perform a free Reposition action with this operative. During that action, it must FLY and can move an additional 2". Then perform a free Shoot action. You can only select a flamer (skytorch) for that Shoot action.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
VESPID STINGWING, T’AU EMPIRE, SWARMGUARD
⌀28mm


Vespid Warrior

The bulk of most Mal’kor kill teams is comprised of Warriors. Resilient, swift and strong, they are natural combatants. When these advantages are married up to the Vespids’ ability to fly at high speeds with jinking agility, and the heavy firepower afforded by the Warriors’ neutron blasters, it is easy to see why these are operatives to be feared and respected.

Vespid Warrior

The bulk of most Mal’kor kill teams is comprised of Warriors. Resilient, swift and strong, they are natural combatants. When these advantages are married up to the Vespids’ ability to fly at high speeds with jinking agility, and the heavy firepower afforded by the Warriors’ neutron blasters, it is easy to see why these are operatives to be feared and respected.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Neutron blaster
Neutron blaster
4
4+
3/3
Devastating 2Devastating 2
Claws
Claws
3
4+
3/4
-
Warrior Instincts: Whenever this operative is shooting, if you don’t spend Communion points during that sequence, its neutron blaster has the Accurate 1 weapon rule until the end of that sequence.
VESPID STINGWING, T’AU EMPIRE, WARRIOR
⌀28mm

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Fly

The thrumming wings of the Vespids bear them aloft with speed and remarkable agility.

Whenever a friendly VESPID STINGWING operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Open
While a hatchway is open:

Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Balanced
You can re-roll one of your attack dice.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Communion

Other species struggle to understand and interact with Vespids. The T’au have managed to establish strong links through various technological aids, most notably their communion helms. The Vespids have accepted these aids as beneficial, but the true extent of their impact is unknown.

Communion points are used to maintain the tactical focus of friendly VESPID STINGWING operatives. In the Ready step of each Strategy phase, you gain D3 Communion points, plus 1 if a friendly OVERSIGHT DRONE operative is in the killzone. Communion points are used as follows (OVERSIGHT DRONE operatives aren’t affected by the following):
  1. Whenever a friendly VESPID STINGWING operative is performing the Shoot action, it can only target the closest enemy operative within 8" of it (excluding enemy operatives within control range of other friendly VESPID STINGWING operatives) unless you spend 1 of your Communion points. For weapons with the Blast and Torrent weapon rules, only the first target must be selected in this way.
  2. Whenever a friendly VESPID STINGWING operative performs the Charge action, it must end the action within control range of the closest enemy operative it can unless you spend 1 of your Communion points.
  3. Whenever you would perform the Pick Up Marker or a mission action (excluding Operate Hatch) with a friendly VESPID STINGWING operative, you must also spend 1 of your Communion points to do so.
  4. Whenever a friendly VESPID STINGWING operative is shooting, you can spend 1 (and only 1) of your Communion points to re-roll one of your attack dice.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.

The VESPID STINGWING keyword is used in the following Vespid Stingwings datacards:

The T’AU EMPIRE keyword is used in the following Vespid Stingwings datacards:

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Saturate
The defender cannot retain cover saves.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Marker/Token Guide
Neutron Fragment token

Neutron Fallout marker

Neutron Grenade token

Skytorch marker

Communion point token
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).

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