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.