Horizon's Wrath

Faction Details & Unit Overview

Horizon's Wrath logo

Horizon's Wrath

Color: #dc2626 3 heroes, 6 minions, 4 spires 6 fortress advancements 0 strategies

Description

When playing as Horizon’s Wrath, always be aware of your unique Fortress capabilities and your adaptable Deployment tactics. Your airship Fortress can shoot, “pull the plank” and even move around the battlefield, so make use of those abilities to frustrate your opponents. Meanwhile, your swabbies allow for rapid promotion, and the morale die nets you additional CP, as long as you’re managing your resources correctly.

Minions

Some Horizon’s Wrath minions are Promoted through specific Fortress advancements. Horizon’s Wrath minions may also be Promoted through the use of Invigorate, which is triggered when a swabbie is defeated.

Spires

Horizon’s Wrath cannot construct Fortress spires. This Faction starts with access to the air clipper and gunboat spires. Purchase the Launch Bay 1 – Flight Deck Fortress Advancement to gain the ability to construct shadow skiff and lifeboat spires.

Additional Rules

Horizon’s Wrath starts with the cannonball die. Set it to 0 in your Fortress.

Horizon’s Wrath Fortress Rules

The Horizon’s Wrath Fortress is an airship. The Hex that would normally contain the Fortress Gate is instead the plank Hex. During set-up, this Hex must be Adjacent to Path and touch the Isle it is Adjacent to on all 3 sides, just as Fortress gates must for other factions. Place the plank chip on the plank Hex during set-up. The Fortress Gate is located in the middle of the Fortress and is Adjacent to only the plank Hex. The plank Hex without a plank chip in it is impassable Terrain for all units. The plank chip is treated as Path for the purposes of Unit Movement and is Adjacent to all 3 hexes it shares a side with.

Strategic Maneuver: This may only be done if your plank chip is on the plank Hex. Once per game at the start of your Turn in the Onslaught Phase, you may reduce your Source tracker to 0 in order to reposition the airship. If the plank chip is In Play, “Pull the Plank” (see the following section for details). Then, detach your Fortress from the Play Area and re-attach it to the island such that your plank Hex attaches on all 3 sides, with at least 1 of those sides Adjacent to the Isle you undocked from or an Isle Adjacent to it. It must also be Adjacent to a valid Path Hex.

Pulling the Plank: When you pull the plank, either through a Strategic Maneuver or the Captain’s Cabin 3 – Pull the Plank Fortress Advancement, you Defeat all units and all groups of units currently on the plank chip. Rewards are only granted for Active Opposing units defeated this way. After you pull the plank, place the plank chip beside your Barracks.

Restoring the Plank: If a Unit would move onto the plank Hex and the plank chip is not In Play, the moving Unit stays in the Hex it was moving from and loses the rest of its Movement. The plank chip is then returned to the plank Hex. During the Prep Phase, if the plank chip is not on the plank Hex, place it there.

Fortress Advancements

6 advancements

Gun Deck

Additional Info

All Gun Deck advancements are Level 1 and can therefore be purchased in any order.

Cannonball Die: Treat this die as a counter. As a build option during the Build Phase, you may spend 2 Source to increase this die by 1, to a maximum of 5. At the start and/or end of your turn during Onslaught Phase, if you have the Core Cannons and/or the Flank Cannons fortress advancements, you may fire cannonballs. For each cannonball you wish to fire, decrease this die by 1, declare which available cannon will fire, and roll 1 spire attack die to determine the amount of damage dealt. The rolled damage is dealt to the closest active unit, spire, or fortress gate in a direct line from the cannon. This is not considered an attack. Sky and any other chips in this line are ignored.

Dice face
Level 1 : Core Cannons

When you fire cannonballs, you may do so from Cannons 2 or 3.

4 Source
Level 1 : Flank Cannons

When you fire cannonballs, you may do so from Cannons 1 or 4.

4 Source
Level 1 : Gunboat Calibration

At the end of your turn during the Onslaught Phase, you may change the direction that the arrow on your gunboat spires point.

3 Source
Level 1 : Gunboat Reloader

At the start of your turn during Onslaught Phase, each of your gunboat spires may attack an opposing faction unit.

3 Source
Level 1 : Powder Infusion

When constructing air clipper and gunboat spires, add +1 range upgrade.

7 Source

Crew's Quarters

Level 1 : Quick Escape

After or instead of its movement, a buccaneer may be placed on the bottom of an adjacent friendly spire, leaving its group if grouped. Remove the buccaneer’s health. It is no longer a unit and instead functions as an attack upgrade that does not contribute to the spire’s upgrade capacity. If the buccaneer is removed from the spire, return it to your barracks.

4 Source
Level 2 : Hands on Deck

During your first turn of the Onslaught Phase, any buccaneer acting as an upgrade on a spire may be deployed from that spire with full health.

4 Source

Launch Bay

Level 1 : Flight Deck

Shadow skiff and lifeboat spires can now be constructed.

3 Source
Level 2 : Hangar Bay

When constructing shadow skiff and lifeboat spires, add +1 fortification upgrade.

3 Source
Level 3 : Manned Glider

The glider may be selected for deployment on its promoted side.

3 Source

Captain's Cabin

Level 1 : Morale

Gain the morale die and set it to 0.

Morale Die: Treat this die as a counter. For each opposing unit you defeat through fortress retaliation, cannonball damage, or pulling the plank, increase this die by 1. During the Prep Phase, you may decrease this die by any amount to gain that amount of CP.

Dice face
4 Source
Level 2 : Pull the Plank

At the end of your turn in the Onslaught Phase, you may pull the plank – see “Pulling the Plank” on the Horizon’s Wrath Fortress Rules card for details. Remove this advancement after doing so.

6 Source

Gateport

Level 1 : Contract Fee

At start of each Market Phase, each opposing faction loses 2 Source.

4 Source
Level 2 : Ransom

At the end of the Market Phase, you may select a chip from the market offerings or the top facedown chip on the market stack and declare a Source cost for it that is not more than the amount of Source you currently have. In turn order, other players may choose to purchase the market chip for the declared cost +2 Source. If no other players do, you must purchase it for your declared cost.

3 Source
Level 3 : Bottom of the Barrel

As your purchase during the Market Phase, you may pay 2 Source to acquire a merc minion from the discard pile. For the remainder of the game, all merc minions controlled by the Horizon’s Wrath are removed from the game when defeated.

3 Source

Hold

Level 1 : Stowaways

The cost to return a defeated swabbie minion to your barracks through Invigorate is decreased to 1 Source.

3 Source
Level 2 : Promotion

Swabbies may be selected for deployment on their promoted side.

3 Source

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