diff --git a/2024 - Angels of Death.cat b/2024 - Angels of Death.cat
index 4bfce07..73e3029 100644
--- a/2024 - Angels of Death.cat
+++ b/2024 - Angels of Death.cat
@@ -893,6 +893,7 @@
+
@@ -901,6 +902,7 @@
+
@@ -933,6 +935,7 @@
+
@@ -941,6 +944,7 @@
+
diff --git a/2024 - Corsair Voidscarred.cat b/2024 - Corsair Voidscarred.cat
index bbaeb3c..d095e90 100644
--- a/2024 - Corsair Voidscarred.cat
+++ b/2024 - Corsair Voidscarred.cat
@@ -271,9 +271,14 @@
-
-
-
+
+
+
+
+
+
+
+
@@ -393,9 +398,14 @@
-
-
-
+
+
+
+
+
+
+
+
@@ -932,47 +942,47 @@
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
diff --git a/2024 - Exaction Squad.cat b/2024 - Exaction Squad.cat
new file mode 100644
index 0000000..c41d859
--- /dev/null
+++ b/2024 - Exaction Squad.cat
@@ -0,0 +1,1122 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ **STRATEGIC GAMBIT**. Select one enemy operative to be your mark for the turning point. Whenever a friendly **EXACTION SQUAD** operative is shooting against, fighting against or retaliating against your mark, that friendly operative’s weapons have the Punishing weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point (and can continue to do so during this turning point).
+
+
+
+
+ Whenever this operative is using this weapon:
+- Each of your blocks can be allocated to block two unresolved successes (instead of one).
+- If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
+
+
+ Whenever a friendly **EXACTION SQUAD** operative is shooting (excluding with frag or krak grenades) and you’re selecting a valid target, you can use this rule. If you do, having other friendly **EXACTION SQUAD** operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
+
+
+
+
+
+
+
+ 3
+ 4+
+ 2/3
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Range 6"
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 5+
+ 2/2
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/3
+ Range 8"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 26"
+ 4+
+ 8
+
+
+
+
+
+ ▶ **SUPPORT**. Select one other friendly **EXACTION SQUAD** operative visible to this operative. Until the end of that operative’s next activation, add 1 to its APL stat.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ This operative can perform the **Shoot** action (excluding **Guard**) while within control range of an enemy operative, but only if it hasn’t performed the **Charge** action during the activation, or if it’s a counteraction. Note this operative isn’t restricted from performing the **Charge** action after performing the **Shoot** action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 3+
+ 8
+
+
+
+
+ You can ignore any changes to the Hit stat of this operative’s melee weapons.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/4
+ Shock, Repress*
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ **STRATEGIC GAMBIT** in the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free **Reposition** action.
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 3/3
+ Range 8", Lethal 5+
+
+
+
+
+ 4
+ 3+
+ 3/3
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+ ▶ **SUPPORT**. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly **EXACTION SQUAD** operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:
+- That friendly operative’s ranged weapons have the Seek Light weapon rule.
+- That enemy operative cannot be obscured.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 2+
+ 4/0
+ Devastating 4, Heavy, Silent, Concealed Position*
+
+
+
+
+ 4
+ 3+
+ 4/4
+ -
+
+
+
+
+ 4
+ 2+
+ 4/0
+ Devastating 4, Heavy
+
+
+
+
+
+
+
+
+
+
+ This operative can only use this weapon the first time it’s performing the **Shoot** action during the battle.
+
+
+
+
+
+
+
+ ▶ Until the start of this operative’s next activation:
+- The concealed and stationary profiles of its executioner shotgun have the Lethal 5+ weapon rule.
+- Whenever it’s shooting with its executioner shotgun, enemy operatives cannot be obscured.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ Once during each of this operative’s activations, it can perform the **Pick Up Marker**, **Place Marker**, **Veriscant** or a mission action for 1 less AP.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▶ Select one enemy operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), whenever a friendly **EXACTION SQUAD** operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Severe weapon rule; if the weapon already has that weapon rule, it has the Lethal 5+ weapon rule.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ You can ignore any changes to this operative’s stats (including its weapons’ stats, but excluding its Save stat).
+
+
+
+
+ Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
+
+
+
+
+ Whenever an enemy operative is within control range of this operative, if no other enemy operatives are within this operative’s control range, that enemy operative cannot perform the **Fall Back** action.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 5/5
+ Rending, Shock
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ The first time during each turning point that another friendly **EXACTION SQUAD** operative would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free **Dash** action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated.
+
+
+
+
+ ▶ Select one friendly EXACTION SQUAD operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 4/6
+ Piercing 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 4+
+ 4/5
+ Heavy (**Dash** only)
+
+
+
+
+ 4
+ 4+
+ 4/5
+ Heavy (**Dash** only), Torrent 1"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/5
+ Range 12", Severe, Stun
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ Whenever this operative is activated, you can activate a ready friendly **EXACTION SQUAD R-VR CYBER-MASTIFF** operative at the same time. Complete their activations action by action in any order.
+
+
+
+
+ ▶ Select one friendly **EXACTION SQUAD R-VR CYBER-MASTIFF** operative and change its attack pattern.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ **STRATEGIC GAMBIT** in the first turning point. Select one of the following attack patterns for a friendly **EXACTION SQUAD R-VR CYBER-MASTIFF** operative to have for the battle:
+- Aggressive: Its melee weapons have the Relentless weapon rule.
+- Swift: Add 2" to its Move stat.
+- Defensive: Improve its Save stat by 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
+
+ This operative cannot perform any actions other than **Apprehend**, **Charge**, **Dash**, **Fall Back**, **Fight**, **Guard**, **Reposition**, **Pick Up Marker** and **Place Marker**. It cannot use any weapons that aren’t on its datacard.
+
+
+
+
+ ▶ Select one enemy operative within this operative’s control range. Until that enemy operative is no longer within this operative’s control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the **Fall Back** action.
+◆ This operative cannot perform this action unless an enemy operative is within its control range.
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 4+
+ 3/5
+ Lethal 5+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this operative has a dominator maul & assault shield, it has a 3+ Save stat.
+
+
+
+
+ 4
+ 3+
+ 4/4
+ Lethal 5+, Shock, Repress*
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 9
+
+
+
+
+
+
+
+
+
+
+
+ ▶ If your Nuncio-aquila marker isn’t in the killzone, place it within 6" horizontally of this operative; otherwise, move your Nuncio-aquila marker up to 6" horizontally. If this operative is removed from the killzone, remove your Nuncio-aquila marker from the killzone.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+ - Whenever an enemy operative is within 3" of your Nuncio-aquila marker (or this operative if your Nuncio-aquila marker isn’t in the killzone), your opponent must spend 1 additional AP for that enemy operative to perform the **Pick Up Marker** and mission actions.
+- Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of your Nuncio-aquila marker (or this operative if your Nuncio-aquila marker isn’t in the killzone). Note this isn’t a change to the APL stat, so any changes are cumulative with this.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Whenever an enemy operative would perform the **Fall Back** action while within control range of a friendly **EXACTION SQUAD** operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation or counteraction (no AP are spent on it).
+
+
+
+
+
+
+
+
+
+
+
+ Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly **EXACTION SQUAD** operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
+
+
+
+
+
+
+
+
+
+
+
+ Once per turning point, when a friendly **EXACTION SQUAD** operative is performing the **Shoot** action and you select a combat shotgun, executioner shotgun, scoped shotpistol or shotpistol, you can use this rule. If you do, select one of the following weapon rules for that weapon to have until the end of that action:
+- Saturate.
+- Piercing 1, but only if the target has a Save stat of 3+ or better.
+- Torrent 1", but you cannot select more than one secondary target.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can ignore any changes to the APL stats of friendly **EXACTION SQUAD** operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
+
+
+
+
+
+
+
+
diff --git a/2024 - Scout Squad.cat b/2024 - Scout Squad.cat
index 268eb42..e4aa3b4 100644
--- a/2024 - Scout Squad.cat
+++ b/2024 - Scout Squad.cat
@@ -99,6 +99,10 @@
+
+
+
+
@@ -111,6 +115,9 @@
+
+
+
@@ -332,7 +339,7 @@
-
+
@@ -357,10 +364,17 @@
+
+
+
+
+
+
+
-
+
@@ -385,6 +399,13 @@
+
+
+
+
+
+
+
@@ -437,12 +458,21 @@
Whenever this operative is climbing, treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
-
-
- Whenever this operative performs the **Charge** action during its activation, if it climbs, drops, jumps or its base moves underneath Vantage terrain during that action, its melee weapons have the Lethal 3+ weapon rule until the end of that activation.
-
-
+
+
+
+
+
+ Whenever this operative performs the **Charge** action during its activation, if it climbs, drops, jumps or its base moves underneath Vantage terrain during that action, its melee weapons have the Lethal 3+ weapon rule until the end of that activation.
+
+
+
+
+
+
+
+
@@ -548,20 +578,44 @@
10
-
-
- ▶ Select one expended enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly **SCOUT SQUAD** operative is shooting that enemy operative, that friendly operative’s ranged weapons have the Seek Light weapon rule.
+
+
+
+
+
+
+ ▶ Select one expended enemy operative within 8" of this operative. Until the end of the turning point, whenever a friendly **SCOUT SQUAD** operative is shooting that enemy operative, that friendly operative’s ranged weapons have the Seek Light weapon rule.
◆ This operative cannot perform this action while within control range of an enemy operative.
-
-
-
-
- ▶ Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever a friendly **SCOUT SQUAD** operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured; if that friendly operative is a **SNIPER** that’s currently benefitting from the effects of its **Optics** action, its ranged weapons also have the Seek Light weapon rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ ▶ Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever a friendly **SCOUT SQUAD** operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured; if that friendly operative is a **SNIPER** that’s currently benefitting from the effects of its **Optics** action, its ranged weapons also have the Seek Light weapon rule.
◆ This operative cannot perform this action while within control range of an
enemy operative.
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/2024 - Tempestus Aquilons.cat b/2024 - Tempestus Aquilons.cat
index 729df6f..6e52012 100644
--- a/2024 - Tempestus Aquilons.cat
+++ b/2024 - Tempestus Aquilons.cat
@@ -9,14 +9,6 @@
◆
-
-
- 2
- 6"
- 4+
- 8
-
-
@@ -316,7 +308,7 @@
-
+
@@ -331,78 +323,88 @@
-
-
-
-
-
-
-
-
-
-
-
-
- 4
- 3+
- 6/3
- Range 6", Devastating 4, Piercing 2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
-
-
+
+
-
-
-
-
-
-
-
- 4
- 3+
- 4/6
- Piercing 1
-
-
-
-
- 4
- 3+
- 5/6
- Hot, Lethal 5+, Piercing 1
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 6/3
+ Range 6", Devastating 4, Piercing 2
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 3+
+ 4/6
+ Piercing 1
+
+
+
+
+ 4
+ 3+
+ 5/6
+ Hot, Lethal 5+, Piercing 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 6"
+ 4+
+ 8
+
+
+
@@ -465,6 +467,22 @@
+
+
+
+
+ Whenever this operative is on Vantage terrain and is shooting an operative that has an Engage order and is at least 2" lower than it, all profiles of its hot‑shot long‑las have the Severe weapon rule.
+
+
+
+
+
+
+
+
+
+
+
@@ -548,6 +566,16 @@
10
+
+
+ This operative cannot perform any actions other than **Dash**, **Fall Back**, **Reposition** and **Shoot**. It cannot retaliate, assist in a fight or use any weapons that aren’t on its datacard.
+
+
+
+
+ This operative can perform two **Shoot** actions during its activation.
+
+
@@ -673,6 +701,11 @@
+
+
+
+
+
@@ -799,4 +832,21 @@
+
+
+ When setting up a **TEMPESTUS AQUILON** kill team before the battle, the first third of your kill team must be set up as normal. Each third thereafter can be set up above: place them to one side instead of in the killzone. For each third that’s set up above, you must set up the whole third in this way (not some of them), then place one of your Drop markers wholly within your drop zone.
+As a **STRATEGIC GAMBIT** in the first and second turning point, you can move your Drop markers up to 4", measuring the horizontal distance only. In a killzone that uses the close quarters rules (e.g. Killzone: Gallowdark), this can be measured and moved through Wall terrain.
+During the Firefight phase, friendly **TEMPESTUS AQUILON** operatives set up above are activated as normal. When you do, you can either expend or land that operative. If it lands, set it up in the killzone in a location it can be placed as follows (it’s no longer set up above):
+- Within 3" of one of your Drop markers, measuring the horizontal distance only, or wholly within your drop zone.
+- Not within control range of enemy operatives (unless you’re setting up a **PRECURSOR** operative, which can be set up within control range of an enemy operative).
+- With no part of its base underneath Vantage terrain.
+- With an order of your choice.
+The operative is treated as performing the **Reposition** action (spend the AP accordingly), then continue its activation as normal. It’s obscured until the end of the next activation or the end of the turning point (whichever comes first).
+Less than half of your operatives can be set up above by the end of the first turning point. In other words, by the end of the first turning point, more than half of your operatives must have been set up in the killzone during the battle.
+When readying your operatives during the second and third turning points, remove one of your Drop markers. This means operatives still set up above are incapacitated at the end of the second turning point.
+
+
+ Whenever a friendly **TEMPESTUS AQUILON** operative is dropping, ignore the vertical distance.
+
+
diff --git a/2024 - Vespid Stingwings.cat b/2024 - Vespid Stingwings.cat
index 90cf1cc..180fca5 100644
--- a/2024 - Vespid Stingwings.cat
+++ b/2024 - Vespid Stingwings.cat
@@ -32,9 +32,6 @@
Place one of your Neutron Fallout markers within the primary target's control range.
-
- Once during each enemy operative's activation, as soon as it's within 2" of one of your Neutron Fallout markers, inflict D3 damage on it (multiple markers are not cumulative).
-
@@ -47,6 +44,11 @@
9
+
+
+ Once during each enemy operative’s activation, as soon as it’s within 2" of one of your Neutron Fallout markers, inflict D3 damage on it (multiple markers are not cumulative).
+
+
@@ -150,6 +152,24 @@
+
+
+
+
+
+ Whenever this operative is shooting, if you don’t spend Communion points during that sequence, its neutron blaster has the Accurate 1 weapon rule until the end of that sequence.
+
+
+
+
+
+
+
+
+
+
+
+
@@ -207,12 +227,6 @@
- Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
-
-
- ▶ **SUPPORT**. Until the start of this operative's next activation, whenever another friendly **VESPID STINGWING** operative visible to and within 6" of this operative is shooting an enemy operative visible to this operative, that friendly operative's ranged weapons have the Saturate weapon rule. This has no effect while this operative is within control range of an enemy operative.
-◆ This operative cannot perform this action while within control range of an enemy operative.
-
-
@@ -231,6 +245,23 @@
+
+
+
+
+
+
+
+
+ ▶ **SUPPORT**. Until the start of this operative's next activation, whenever another friendly **VESPID STINGWING** operative visible to and within 6" of this operative is shooting an enemy operative visible to this operative, that friendly operative's ranged weapons have the Saturate weapon rule. This has no effect while this operative is within control range of an enemy operative.
+◆ This operative cannot perform this action while within control range of an enemy operative.
+
+
+
+
+
+
+
@@ -553,4 +584,22 @@
+
+
+ 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 performs an action in which it moves, its neutron weapons have the Piercing 1 weapon rule until the end of the turning point.
+
+
+ Communion points are used to maintain the tactical focus of friendly **VESPID STINGWING** operatives. In the Ready step of each Strategy phase, remove all Communion points from the previous turning point, then 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 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.
+
+
+ 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.
+
+
+
+
+