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WEAPONS
72”
72”
STR
D
AP
3
SPECIAL
CONTAINMENT FIELDS: 12
Armour
WEAPONSBS FRONT SIDE
AND EQUIPMENT: REAR
4 n/a n/a n/a
SPECIAL RULES:
- A single Star fired as either a
- Solar Flare or a Radiation Burst
Containment Fields are treated as void shields that can’t be bypassed by weapons with
special rules to that effect, don’t have a minimum distance of 12’’ and are used
against -UNIT: 1 Aeonic OrbFields
12 Containment (max one per army) assaulting troops.
TYPE: Super Heavy Tank, Skimmer
- Reactor - 12 Reactor Points representing Points are used to represent the immense power within the orb. At the
beginning REACTOR POINTS:
the current 12the star.
power of of every turn one of your turns, you automatically regain D6 reactor points to a maximum of
12.
- The Aeonic Orb is destroyed when there are no more Containment Fields left or you run out of Reactor Points. All models within XD6 take
a single Destroyer wound that ignores armour saves such that X is the amount of Reactor Points left.
- You may replenish downed Containment Fields in the same way as Void Shields, instead getting one roll for each Reactor Point you
choose to spend.
-Weapons with the Reactor* special rule may fire as many times as you would like, but consume D3 Reactor points each time you fire. You
must declare how many times you are going to fire before rolling the dice.
-Any weapon with the Radiation* special rule that hits a vehicle instead inflicts D3 glancing hits. These weapons also inflict a single hit on
every model within a hit transport vehicle.
ADDITIONAL INFO:
- Due to the extreme rarity of the Aeonic Orb, only one may be used in every game played (even in Apocalypse games!).
-Some weapons will ignore void shields or inflict certain effects upon vehicles (D-Cannons and Thunderhammers come to mind). When
firing against the Aeonic Orb you must always hit the containment fields and it ignores any special rules that apply glancing/penetrating
hits or effects. This includes Gauss Weapons and Haywire Grenades e.t.c.
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