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

Team Rule: Fairy Rings

Spend 1 Action Point to teleport between fairy rings.

Team Composition

Leaders: Choose 1
Operatives: Choose 5. *Only 2 Gunners total may be selected.

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

Fairy Leader Alpha
Leader
Leader
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Wings of Freedom
Teleport between rings without spending an AL.
Command (0 AP)
Command a friendly operative to complete 1 free Generic Action.
Weapons
Sky Rifle12"
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
Precision Guidance
Sky weapons gain Align 1.
Command (0 AP)
Command a friendly operative to complete 1 free Generic Action.
Weapons
Sky Rifle12"
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Gunner (Starfire)*
Operative
Gunner
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Aerial Superiority
Attacks from above.
Weapons
Starfire Caster12"
ATK: 4ACC: 7+PWR: 4/5Align 1
Sky Pistol8"
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Gunner (Windstorm)*
Operative
Gunner
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Aerial Superiority
Attacks from above.
Weapons
Windstorm Burner6"
ATK: 4ACC: 3+PWR: 3/4
Sky Pistol8"
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4
Fairy Gunner (Skypierce)*
Operative
Gunner
HP
10
DEF
4
ACC
7+
MOVE
7
AL
2
Aerial Superiority
Attacks from above.
Weapons
Skypierce Lance6"
ATK: 4ACC: 7+PWR: 6/7
Sky Pistol8"
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"
ATK: 4ACC: 3+PWR: 3/6Stationary
Whisperwind12"
ATK: 4ACC: 5+PWR: 3/5
Sky Pistol8"
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
Spotter
Identifies targets.
Spot (1 AP)
Visible enemy becomes spotted.
Weapons
Sky Rifle12"
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
Healer
Supports with magic.
Ancestral Mending (1 AP)
Heal unit within 6 for 1 health for (2d3 + 2) activations.
Weapons
Sky Rifle12"
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.
Relay Orders (1 AP)
Give unit within 6 an additional Action Limit.
Weapons
Sky Rifle12"
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"
ATK: 4ACC: 7+PWR: 2/4
Wind RapierMelee
ATK: 4ACC: 7+PWR: 2/4