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
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
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
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
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
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
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
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
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
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
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