Adeptus Mechanicus – Belisarius Cawl
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9

Belisarius Cawl

NoNAME  M WS BS S T W A Ld Sv
180
Belisarius Cawl
1
180
Belisarius Cawl
6" 2+ 2+ 5 6 8 4 9 2+
Belisarius Cawl is equipped with: solar atomiser; arc scourge; mechadendrite hive; Omnissian axe. Your army can only include one BELISARIUS CAWL model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Solar atomiser
Solar atomiser
12"
Assault D3
10
-4
3
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D3+3.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D3+3.
Arc scourge
Arc scourge
Melee
Melee
x2
-2
1
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 2+ successfully wounds the target.
Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 2 and an unmodified wound roll of 2+ successfully wounds the target.
Mechadendrite hive
Mechadendrite hive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 2D6 additional attacks with this weapon.
Each time the bearer fights, it makes 2D6 additional attacks with this weapon.
Omnissian axe
Omnissian axe
Melee
Melee
+2
-2
2
-
ABILITIES
ABILITIES
Canticles of the Omnissiah
Refractor Field: This model has a 5+ invulnerable save.
Lord of the Machine Cult (Aura): While a friendly ADEPTUS MECHANICUS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Lord of Mars: In your Command phase, select one friendly MARS CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
Lead in Prayer: In your Command phase, you can select one friendly CULT MECHANICUS CORE unit within 6" of this model. If you do so, then select one Canticle - this can be one that has already been active for your army. Until the start of your next Command phase, both this model and that unit benefit from the selected Canticle instead of the one that is active for your army.
Master of Machines: At the end of your Movement phase, this model can repair one other friendly ADEPTUS MECHANICUS or IMPERIUM VEHICLE model within 3" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
Self-repair Mechanisms: In your Command phase, this model can repair itself. If it does so, it regains upto D3 lost wounds. Each model can only be repaired once per turn.
WARLORD TRAIT!
WARLORD TRAIT!
Masterwork Bionics:
  • This WARLORD has a 4+ invulnerable save.
  • Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, CULT MECHANICUS, MARS
KEYWORDS: MONSTER, CHARACTER, SUPREME COMMANDER, DOCTRINA ASSEMBLER, TECH-PRIEST, BELISARIUS CAWL

Datasheet-related Stratagems

WRATH OF MARS1CP/2CP
Mars – Battle Tactic Stratagem

None can smite the blasphemer like those from Mars, for theirs is the most righteous of zeal. All praise the glory of the Machine God!

Use this Stratagem in your Shooting phase, when a MARS unit is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

If that unit has a Power Rating of 11 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
DATASPIKE1CP
Adeptus Mechanicus – Epic Deed Stratagem

An intense micro-burst can overload any nearby machine spirit.

Use this Stratagem in the Fight phase, when an ADEPTUS MECHANICUS TECH-PRIEST model in your army is selected to fight. Select one enemy VEHICLE unit within Engagement Range of that model. Roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
TECH-ADEPT1CP
Adeptus Mechanicus – Epic Deed Stratagem

Repairing war engines damaged in the crusade is a holy task.

Use this Stratagem at the start of your Command phase or at the start of your Movement phase. Select one ADEPTUS MECHANICUS TECH-PRIEST model in your army.
  • If it is your Command phase, that model can use its Machine Focus or Awaken the Machine ability one additional time that phase.
  • If it is your Movement phase, that model can use its Master of Machines ability one additional time that phase.
DATA-BLESSED AUTOSERMON2CP
Adeptus Mechanicus – Epic Deed Stratagem

Struck with an infoload of revelation, truly blessed Tech-Priests will override the sacred canticles to deliver the Machine God’s adaptive wisdom.

Use this Stratagem in your Command phase. Select one ADEPTUS MECHANICUS unit from your army within 6" of a friendly TECH-PRIEST model and select one Canticle that has not yet been active for your army. Until the start of your next Command phase, that unit counts that Canticle as being active for your army in addition to the currently active one.
ELECTRO-SHOCKED1CP
Adeptus Mechanicus – Strategic Ploy Stratagem

The truly devout can send a sudden charge of the Motive Force pulsing through their numerous augmentations, stunning nearby foes.

Use this Stratagem at the start of the Fight phase. Select one enemy unit (excluding VEHICLE or MONSTER units) within Engagement Range of a CULT MECHANICUS CORE or CULT MECHANICUS CHARACTER unit from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all eligible units from your army have done so.
OVERLOADED SYSTEMS1CP/2CP
Adeptus Mechanicus – Wargear Stratagem

Once a breach is made, the questing tendrils of the Motive Force jump from subsystem to subsystem, temporarily overloading the animus of aberrant machines.

Use this Stratagem in any phase, when an enemy VEHICLE model loses one or more wounds as a result of an attack made with an arc weapon by an ADEPTUS MECHANICUS model in your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 2+, until the start of your next Command phase, that enemy VEHICLE is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy model has the TITANIC keyword, this Stratagem costs 2CP; otherwise it costs 1CP.

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

The BELISARIUS CAWL keyword is used in following Adeptus Mechanicus datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Omnissian axe used in following datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

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.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT 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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The CULT MECHANICUS and CORE keywords are used in following Adeptus Mechanicus datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

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.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT 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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The DOCTRINA ASSEMBLER keyword is used in following Adeptus Mechanicus datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.

The ADEPTUS MECHANICUS and TECH-PRIEST keywords are used in following Adeptus Mechanicus datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Canticles of the Omnissiah
If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

SHROUDPSALM

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.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

CHANT 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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

INCANTATION OF THE IRON SOUL

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The CULT MECHANICUS and CORE keywords are used in following Adeptus Mechanicus datasheets:

The CULT MECHANICUS and CHARACTER keywords are used in following Adeptus Mechanicus datasheets:

© Vyacheslav Maltsev 2013-2021