Book | Kind | Edition | Version | Last update |
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![]() | Faction | 3 | 1.2 | April 2025 |
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):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.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.Natural exoskeletal chitin armours the Vespids, giving them an insectile resilience against all but the most grievous blows.
Vespids jink and weave through the air, following unpredictable flight paths that confound foes who have not had time to line up clean shots.
Hard-wired instincts see the Vespids pounce upon their victims from on high, striking with lethal predatory intent.
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.
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.
Vespids are capable of tremendous airborne speed, allowing them to rapidly reposition during a firefight.
Augmented in some ineffable fashion by the rapid wing beats of the Vespids, their neutron weaponry can unleash horrific point-blank energy blasts.
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.
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.
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.
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.
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.
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.
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. |
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NAME | ATK | HIT | DMG | WR | ||||
Neutron blaster | ||||||||
Neutron blaster | 4 | 3+ | 3/3 | Devastating 2 | Devastating 2 | |||
Claws | ||||||||
Claws | 3 | 4+ | 3/4 | - |
VESPID STINGWING, T’AU EMPIRE, STRAIN, LEADER
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⌀28mm |
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.
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. |
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NAME | ATK | HIT | DMG | WR | ||
Ram | ||||||
Ram | 3 | 5+ | 1/2 | - |
VESPID STINGWING, T’AU EMPIRE, OVERSIGHT, DRONE
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⌀25mm |
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.
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. |
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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 | - |
VESPID STINGWING, T’AU EMPIRE, LONGSTING
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⌀28mm |
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.
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. |
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NAME | ATK | HIT | DMG | WR | ||||
Neutron sting | ||||||||
Neutron sting | 4 | 4+ | 3/3 | Range 8", Devastating 2 | Range 8", Devastating 2 | |||
Neutron grenade | ||||||||
Neutron grenade | 4 | 4+ | 3/3 | Range 6", Blast 2", Devastating 2, Limited 1, Saturate | Range 6", Blast 2", Devastating 2, Limited 1, Saturate | |||
Claws | ||||||||
Claws | 3 | 4+ | 3/4 | - |
VESPID STINGWING, T’AU EMPIRE, SHADESTRAIN
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⌀28mm |
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.
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. |
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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 | - |
VESPID STINGWING, T’AU EMPIRE, SKYBLAST
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⌀28mm |
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.
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. |
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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 | - |
VESPID STINGWING, T’AU EMPIRE, SWARMGUARD
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⌀28mm |
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.
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. |
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NAME | ATK | HIT | DMG | WR | ||||
Neutron blaster | ||||||||
Neutron blaster | 4 | 4+ | 3/3 | Devastating 2 | Devastating 2 | |||
Claws | ||||||||
Claws | 3 | 4+ | 3/4 | - |
VESPID STINGWING, T’AU EMPIRE, WARRIOR
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⌀28mm |
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.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):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:
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