Playing versus Vespid Stingwings
Key mechanics: Communion, Fly, Neutron Charge.
Operatives
- Oversight Drone — Super conceal; 1 AP: friendlies within 6" get Lethal 5+ and Saturate when shooting enemies visible to this drone
- Vespid Strain Leader — One free Communion spend per activation; One chosen strategy ploy costs 0CP while leader is alive
- Vespid Longsting — Target gains a token on hit, takes D3 damage per token on activation
- Vespid Shadestrain — 3+ save, ignores Piercing, improved cover save; While in Conceal order: not a valid target beyond 6"; Blast 2" grenade (Limited 1, Saturate)
- Vespid Skyblast — Blast 2" (unlimited range); Places a marker. Enemies within 2" of the marker take D3 damage once per activation.
- Vespid Swarmguard — Torrent 2" with 8" range; 2 AP: free Reposition with fly +2", then shoots a cone hitting all operatives between start and end positions (ignores cover and obscured)
Tips
- Communion points are limited (D3+1 per turn at best)
- Many combat buffs require moving first
- Have no way to increase the APL
- Charge can't benefit from +2" if using FLY (but equipment can give +1")