Roster

(Force)
Categories: Configuration, Reference, Leader, Operative
EntryId: default-force
Hidden: false
Categories
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.