Agile flyers who use fairy rings to teleport across the battlefield.

Team Rule: Fairy Rings

Before the battle begins, place 3 fairy ring tokens within your half of the field. If a fairy is within REACH of a fairy ring token, it can spend 1 Action Point to teleport to within REACH of a different friendly fairy ring. This counts as a major movement. Flight Fairies can fly. They can move over terrain, but cannot land on it. You must still select a hex path for the flight to take place over.

Team Composition

Leaders: Choose 1
Fairy Leader AlphaFairy Leader Beta
Operatives: Choose 5. *Only 2 Gunners total may be selected.
Fairy Gunner (Plasma)*Fairy Gunner (Flamer)*Fairy Gunner (Sniper)*Fairy SniperFairy SpotterFairy Spirit HealerFairy CommsFairy Warrior

Battle Tactics

Round Tactics

Location Align1 LP

Pick one of the following conditions:

  • Your units' weapons have Align 1 when in your territory
  • Your units' weapons have Align 1 when in your opponent's territory
  • Your units' weapons have Align 1 when they are attacking while on an objective, or attacking an enemy unit on an objective
Hold Location1 LP

Place down a “hold location” token. Any friendly units within REACH of that “Hold Location” token has an additional defense of 1. (This rule has no effect when a unit is a target of a blocked shot)

Utilize Cover1 LP

Your Blocked DEF is increased by 1 if the targeted friendly unit is within 2 of a hex that is providing BLOCKING.

Activation Tactics

True Shot1 LP

A unit may ignore BLOCKING terrain for one shooting attack made during this activation.

Urgent Retreat1 LP

This unit may perform the Retreat action for 1 ALP instead of 2 during this activation.

Fey Shortcut1 LP

Use at the end of a Fairy's activation. Travel through a fairy ring for free. This rule can be used even if the Fairy performed actions that would normally prevent it.

Unit Roster

Leaders

Fairy Leader Alpha
Leader
Leader
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Leader Buff
Wings of Freedom
Teleport between rings without spending an AL.
Leader Action
Command (0 AP)
Command a friendly operative to complete 1 free Generic Action.
Weapons
Sky Rifle12 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Leader Beta
Leader
Leader
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Leader Buff
Precision Guidance
Sky weapons gain Align 1.
Leader Action
Command (0 AP)
Command a friendly operative to complete 1 free Generic Action.
Weapons
Sky Rifle12 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4

Operatives

Fairy Gunner (Plasma)*
Operative
Gunner
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Weapons
Starfire Caster12 hex
ATK: 4ACC: 7+PWR: 4/5Align 1
Sky Pistol8 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Gunner (Flamer)*
Operative
Gunner
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Weapons
Windstorm Burner6 hex
ATK: 4ACC: 3+PWR: 3/4
Sky Pistol8 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Gunner (Sniper)*
Operative
Gunner
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Weapons
Skypierce Lance6 hex
ATK: 4ACC: 7+PWR: 6/7
Sky Pistol8 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Sniper
Operative
Sniper
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Roll
Move 1 hex free after shooting stationary.
Weapons
Whisperwind (Stationary)16 hex
ATK: 4ACC: 3+PWR: 3/6Stationary
Whisperwind12 hex
ATK: 4ACC: 5+PWR: 3/5
Sky Pistol8 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Spotter
Operative
Spotter
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Action
Spot (1 AP)
Visible enemy becomes spotted.
Weapons
Sky Rifle12 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Spirit Healer
Operative
Spirit Healer
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Action
Ancestral Mending (1 AP)
Heal unit within 6 for 1 health for (2d3 + 2) activations.
Weapons
Sky Rifle12 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Comms
Operative
Comms Specialist
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Defense Beacon
Counts as +1 AL for markers.
Action
Relay Orders (1 AP)
Give unit within 6 an additional Action Limit.
Weapons
Sky Rifle12 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Warrior
Operative
Generic Warrior
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Ring Guard
+1/+1 Power when within reach of fairy ring.
Weapons
Sky Rifle12 hex
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4