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Adeptus MechanicusBelisarius Cawl
13

Belisarius Cawl

NAME M WS BS S T W A Ld Sv
Belisarius Cawl 6" 2+ 2+ 5 6 8 4 9 2+
Belisarius Cawl is a single model armed with an arc scourge, an Omnissian axe, a solar atomiser and a mechadendrite hive. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Solar atomiser
12"
Assault D3
10
-4
D3
If the target is within half range of this weapon, it has a Damage of D6.
Arc scourge
Melee
Melee
x2
-1
1
When attacking a VEHICLE, this weapon has a Damage of D3.
Mechadendrite hive
Melee
Melee
User
0
1
Each time Belisarius Cawl fights, he can make 2D6 additional attacks with this weapon.
Omnissian axe
Melee
Melee
+1
-2
2
-
ABILITIES
Canticles of the Omnissiah

Archmagos: Whilst Belisarius Cawl is on the battlefield, you can add or subtract 1 when rolling on the Canticles of the Omnissiah table.

Refractor Field: Belisarius Cawl has a 5+ invulnerable save.

Self-repair Mechanisms: At the beginning of each of your turns, Belisarius Cawl regains D3 lost wounds.

Master of Machines: At the end of your Movement phase Belisarius Cawl can repair a single friendly IMPERIUM model within 3" (but not himself). The model being repaired regains 1 lost wound, unless it is an ADEPTUS MECHANICUS model, in which case it regains D3 lost wounds. A model may not be the target of the Master of Machines ability more than once per turn.

Lord of Mars: You can re-roll any hit rolls in the Shooting phase for friendly MARS units within 6".
WARLORD TRAIT
Static Psalm-code: Add 3" to the range of any aura abilities on your Warlord’s datasheet (such as Lord of the Machine Cult).
FACTION KEYWORDS
IMPERIUM, ADEPTUS MECHANICUS, CULT MECHANICUS, MARS
KEYWORDS
CHARACTER, INFANTRY, TECH-PRIEST, BELISARIUS CAWL
Includes wargear
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.
D6Canticle
1Incantation of the Iron Soul: Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.
You can re-roll failed Morale tests for affected units. 
2Litany of the Electromancer: Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.
Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds
3Chant of the Remorseless Fist: In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.
You can re-roll any hit rolls of 1 for affected units in the Fight phase
4Shroudpsalm: Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.
Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected. 
5Invocation of Machine Might: The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.
Affected units have +1 Strength. 
6Benediction of the Omnissiah: Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.
You can re-roll failed hit rolls of 1 for affected units in the Shooting phase

The CHARACTER keyword is used in following Adeptus Mechanicus datasheets:

HQ
Elites

The CULT MECHANICUS keyword is used in following Adeptus Mechanicus datasheets:

HQ
Troops
Elites
Heavy Support

This datasheet has HQ Battlefield Role. Full list of Adeptus Mechanicus units sharing same Battlefield Role follows:

The TECH-PRIEST keyword is used in following Adeptus Mechanicus datasheets:

HQ
Elites
© Vyacheslav Maltsev 2013-2019