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+++Advanced Training - Coronis Campaign+++


REF: FHSY 123-984J
SECURITY CLEARANCE: PENULTIMA OBSCURAS
THOUGHT FOR THE DAY: Thinking makes you vulnerable.

As you may have heard, the upcoming Coronis Campaign has two new abilities –
Artillery and Invulnerable. Below are the rules for each ability, as well as a sheet of
cards for you to copy, cut out and add to your current Pandora Prime decks. These cards
cannot be played in a tournament unless the tournament organizer permits it. Likewise,
they cannot be played in Hive World or Home games unless your enemy agrees
beforehand. Other than that, have fun, your training begins now!
- Captain Miller
Invulnerable : Some units just keep coming back for more, long after their comrades
have called it quits! When your enemy would destroy one of your invulnerable units or
fortifications, roll. If the roll is equal to or greater than the number printed after the
ability, the unit is not destroyed and remains in play. If the roll fails it is destroyed
normally. This roll is not considered a test. If a card has more than one invulnerable
ability, you roll for each one every time the card is destroyed. If you destroy your own
unit (to pay a cost, for example) the unit does not get its invulnerable roll. Using this
ability is optional. You can choose to not make the invulnerable roll and let the card be
destroyed normally.

Artillery : Artillery is the ability to rain massive amounts of destruction on your enemies.
This ability is printed with one or more numbers after it, like, “Artillery : 4+/4+.” These
numbers are called shells. As a BA, lock the artillery unit, then roll for each shell. Each
roll that is equal to or greater than the shell’s number scores a hit.

For each hit you score, target one enemy locked unit, ready unit or fortification. You
may not target characters or charging units with artillery hits. You may target the same
unit more than once, assuming you rolled two or more hits.

Now players may play tactics. Once both players are done playing tactics, resolve each
hit in the following manner:

• Hits scored on ready units: Lock the unit that was hit.
• Hits scored on locked units : Destroy the unit that was hit.
• Hits scored on fortifications : Destroy the fortification.

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Ultramarine Veterans
Ork Lobba Battery

Court of the Young King


Firepower Speed Armor Firepower Speed Armor Firepower Speed Armor

Ork Unit Eldar Unit Marine Unit


Vehicle - Line Infantry - Line Infantry - Veteran - Line

Unique

Invulnerable: 5+
Artillery: 4+/4+ Invulnerable: 5+
T (4+): This unit gets +2 firepower.
Once per BA.

2 3 2
units: Infiltrate this card. Rally any unit.
M: +1 to any roll.
BA Destroy one of your ready BA Lock one of your characters:

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Khorne Doomblasters
Mad Dok Grotsnik

Whirlwind
5+ Firepower Speed Armor Firepower Speed Armor Firepower Speed Armor

Ork Character Chaos Unit Marine Unit


Vehicle - Line Vehicle - Line

Unique

BA: Lock this character.


Artillery: 4+/4+ Artillery: 4+/4+
While this character is locked, all
of your locked and charging
infantry units get "invulnerable:
5+."

4 2 2
the BA.
assault units. Destroy that unit at the end ot M: -2 to any non-test roll. T (3+): Any unit gets +1 armor.
BA (4+): Assault with one of your locked

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Horror Swarm
Night Spinner

Trench Maze

Firepower Speed Armor Firepower Speed Armor Firepower Speed Armor

Eldar Unit Chaos Unit Generic Fortification

Vehicle - Line Infantry - Line

T: One of your ready or locked


Invulnerable: 5+
infantry units gets "Invulnerable:
Artillery: 4+/4+ 5+." Lock that unit if it was ready.
Assault: d6. -1 to this roll for
Not usable if this BA is an assault.
each locked enemy unit.
Once per BA.

2 3 3
artillery ability, lock all copies of that unit. Charge one of your locked assault units.
of its invulnerable abilities.
R: After you destroy a unit while using an BA Lock one of your charging units, (4+): T: Any invulnerable unit loses all

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