Vespid Stingwing-Type
A flying auxiliary that attacks from strange angles.
Threat File — Vespid Stingwing-Type
TR 5 · Kroot & AuxiliariesSaves: Agility +7
Proficiencies: Awareness +4
Vertical War. The stingwing flies at full speed and treats elevation as its natural habitat. Cover grants no Defense bonus against its attacks from above unless it also blocks from above.
Neutron Sting. The stingwing's neutron blaster ignores armor-based Defense bonuses against targets within 30 feet.
Hive Cohesion. While its strain leader lives, the swarm maneuvers as one and shares initiative. Without it, vespid follow their last order with eerie persistence.
Neutron Blaster. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d8 + 2 energy damage.
Plunging Volley. The stingwing dives and fires from at least 20 feet above its target, then climbs 10 feet. Make a Neutron Blaster attack; the target counts as Exposed if its cover does not block from above.
Perch and Watch. The stingwing lands on high terrain no human could reach and holds an overwatch angle; it makes Reactive Fire with its neutron blaster against the first creature to break cover in its sightline.
Scatter Climb. When the stingwing is caught in an area effect, it flies up to 20 feet upward and gains Advantage on the save.
Morale: Withdraws upward and away when the strain leader dies or losses mount; vespid do not panic so much as conclude.
Tactics: Approach high, strike the party's rear rank, and never land inside reach. Rotate perches every round so the party's cover map is obsolete each time they update it. Pair vespid with ground troops so looking up is always the wrong choice too.
Loot / Evidence / Hooks: A neutron blaster grown as much as built, and a strain-leader communion helm the T'au quietly control them through.
Enemy Dossier
GM ReferenceVespid stingwing-types are chitinous flying auxiliaries whose neutron weapons hit from angles no ground plan accounted for. They fight for the T'au with unsettling literal-mindedness and no interest in the party's cover diagram.
Use this enemy to punish parties who think cover only has to face one direction, or to add vertical pressure to a T'au or auxiliary force.
Threat Profile: Low-medium durability, flying mobility, armor-cutting mid-range weapons, attacks from elevation and odd angles, withdraws upward when pressed.
Vertical War. Flies at full speed and treats elevation as its natural habitat; ground cover offers no protection against attacks from above.
Neutron Sting. Its weapon ignores armor-based Defense bonuses at close range.
Hive Cohesion. While its strain leader lives, the swarm maneuvers as one; without it, vespid follow their last order with eerie persistence.
Plunging Volley. Attacks from above; targets in open-topped or directionless cover count as Exposed.
Scatter Climb. The unit disperses vertically as a reaction, imposing Disadvantage on the area attack that provoked it.
Perch and Watch. Lands on high terrain to hold an overwatch angle no human could reach.
Morale: Withdraws upward and away when the strain leader dies or losses mount; vespid do not panic so much as conclude.
Tactics: Approach high, strike the party's rear rank, and never land inside reach. Rotate perches every round; the party's cover map should be obsolete each time they update it. Pair vespid with ground troops so looking up is always the wrong choice too.
Full Stat Block Priority: Medium