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
Fairy Leader AlphaFairy Leader Beta
Operatives: Choose 5. *Only 2 Gunners total may be selected.
Fairy Gunner (Starfire)*Fairy Gunner (Windstorm)*Fairy Gunner (Skypierce)*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.

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)
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)
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 (Starfire)*
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 (Windstorm)*
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 (Skypierce)*
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
After shooting with the stationary profile, this unit may move 1 hex for free.
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 ALP)
Selects a visible enemy target to be spotted. When a friendly unit within 3 hexes of this unit is shooting a spotted enemy, its shooting weapons get lethal 5+. An enemy is no longer spotted if it's currently not visible to this unit, or until one of the following happens:\n- This unit is killed\n- This unit uses this action again\n- The next time this operative activates
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 ALP)
Select a friendly unit within 6 hexes. For the next (2d3 + 2) activations, heal that friendly unit for 1 health. Note: The friendly unit only needs to be within 6 hexes when this ability is cast.
Action
Ethereal Ward (1 ALP)
Give +2 DEF to selected friendly unit within 6 hexes. This defense buff lasts until one of the following happens: \n- This unit is killed\n- This unit uses this ability again\n- The next time this operative activates\n- The warded unit is attacked (either by shooting or melee attack)
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
This operative counts as 1 additional AL when determining control of a mission or objective marker. This is not a change to this operative's AL stat.
Action
Relay Orders (1 ALP)
Give a friendly unit within 6 hexes an additional Action Limit until the end of their next activation.
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