Vespid Stingwings Kill Team

(Force)
Categories: Configuration, Operative, Leader, Reference, Oversight, Longsting, Shadestrain, Skyblast, Swarmguard
EntryId: bbc7-3b8c-b2cc-29d3
Hidden: false
Categories
Oversight(Empty)
Longsting(Empty)
Shadestrain(Empty)
Skyblast(Empty)
Swarmguard(Empty)
Rules (4)
Neutron 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.
Communion
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 are unaffected 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 finish 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 attack dice.
Fly
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**) of its original location, measuring the horizontal distance only (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.