Legiones Astartes – Gal Vorbak Squad
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  • Gal Vorbak Squad 275 pts
UNIT COMPOSITION: 5 DARK BRETHREN

The Gal Vorbak is built upon the remnants of the Serrated Sun Chapter of the Word Bearers Legion, the conquerors of the primitive world of Cadia who looked into the depths of the Eye of Terror itself and in doing so were changed for all time. Their psyches infiltrated by creatures from the darkness of the Æther, the survivors are named the Gal Vorbak, or ‘Blessed Sons’ in the language of Colchis, and are possessed of strengths and abilities far above those of other Legiones Astartes. It is said that each of the Gal Vorbak was host to some form of warp entity, itself subservient to the greater scheme plotted between Warmaster Horus and the nightmare powers beyond. In battle, this being comes to dominate the mind and body of the warrior. His already mighty form swells as hands turn into rending talons and jaws into slavering, fang-filled maws twisted beyond reason and reality. At Isstvan V, the Word Bearers’ pact with the horrors beyond was sealed in a great ritual of carnage and betrayal.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Dark Brethren (⌀40mm) 9 - - -
Dark Brethren (⌀40mm) 8 5 4 5 5 3 5 3 9 - - - 3+ -
WARGEAR
  • Boltspitter
  • Tainted talons
  • Frag grenades
  • Krak grenades
  • Power armour
TRAITS
  • Word Bearers
SPECIAL RULES
  • Legiones Astartes (Word Bearers)
  • Relentless
  • Chosen Warriors
  • Rage (2)
  • Feel No Pain (5+)
  • Bulky (2)
  • Traitor
TYPE
OPTIONS
  • The Gal Vorbak Squad may include:
  • - Up to 5 additional Dark Brethren
    +55 points per model
  • For every five models in the unit, one model may exchange their boltspitter for one of the following:
  • - Flamer
    +5 points each
  • - Meltagun
    +10 points each
  • - Warpfire blaster
    +10 points each
  • - Tainted talons
    Free
  • For every five models in the unit, one model may exchange their Tainted talons for one of the following:
  • - Power weapon
    Free
  • - Power fist
    +15 points each
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Plasma blaster

R
FP
RS
AP
D
Special Rules
Traits
18"
7
4
Assault 2, Breaching (4+), Gets Hot

Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
Pistol
Assault, Bolt
Bolter
Bolter
24"
4
5
Rapid Fire
-
Combi-bolter
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
-
Kraken bolter
Kraken bolter
30"
4
4
Rapid Fire
-
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
-
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
-
Nemesis bolter
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
-
Heavy bolter
Heavy bolter
36"
5
4
Heavy 4
-
Gravis bolt cannon
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
-
Gravis heavy bolter battery
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
-
Avenger bolt cannon
Avenger bolt cannon
36"
6
3
Heavy 7
-
Power fist

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Specialist Weapon

Army List
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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
Plasma pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

Flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
4
5
Assault 1

Plasma gun

R
FP
RS
AP
D
Special Rules
Traits
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot

Meltagun

R
FP
RS
AP
D
Special Rules
Traits
12"
8
1
Assault 1, Armourbane (Melta)

Gravis plasma cannon

R
FP
RS
AP
D
Special Rules
Traits
36"
7
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot

Plasma cannon

R
FP
RS
AP
D
Special Rules
Traits
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot

Plasma Burn

Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.

If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.
Chosen Warriors

Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.

A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot
-
Plasma gun
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot
-
Plasma cannon
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
-
Gravis plasma cannon
Gravis plasma cannon
36"
7
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
-
Plasma blaster
Plasma blaster
18"
7
4
Assault 2, Breaching (4+), Gets Hot
-
Executioner plasma destroyer
Executioner plasma destroyer
60"
7
4
Heavy 1, Large Blast (5"), Rending (4+)
-
Hellfire plasma cannonade
- (Sustained fire)
36"
7
4
Heavy 6, Breaching (4+)
-
- (Maximal fire)
36"
8
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
-
Omega plasma array
- (Sustained fire)
36"
7
4
Heavy 8, Breaching (4+), Twin-linked
-
- (Maximal fire)
36"
9
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked
-
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.
Legiones Astartes (Word Bearers)
All models with this special rule are subject to the following provisions:

TRUE BELIEVERS
A model with this special rule may never have its Leadership Characteristic modified below a value of 6. Furthermore, if one or more models with this special rule are part of a combat that results in a draw, then a side that includes one or more models at the end of the Fight sub-phase with this special rule is counted as having won the combat by 1 point. If both sides include models with this special rule then the combat remains a draw.

The Arms Of Colchis
Models with this special rule gain access to unique Wargear options (see The Armoury of the Word Bearers).

Priests Of Forgotten Gods
Any Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with this special rule may select the Burning Lore upgrade, and any models with both the Legiones Astartes (Word Bearers) and the Legiones Consularis special rules gain access to the Diabolist upgrade – see The Armoury of the Word Bearers for details.
Disciples Of Lorgar
A Warlord with this special rule may select a Warlord Trait from the Word Bearers Warlord Trait list.

Boltspitter

The Word Bearers applied their blasphemous theories not only to their creed and bodies, but also to their weapons. The workings of the so-called ‘warpfire’ weapons defy all conventional wisdom, indeed they should not function at all. Yet, in battle these weapons emit a searing burst of ætheric fire with a scream that can drive warriors to panic and dismay.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire

Tainted talons

Once proud weapons and relics of the Great Crusade polluted by the accursed practices of the fallen Word Bearers, who took a perverse pride in bearing the tainted relics of their former allegiance into battle against those of their kin who remained loyal.

Any model with both the Character Sub-type and the Legiones Astartes (Word Bearers) special rule may exchange a power weapon for a Tainted blade, Tainted axe or Tainted maul for +10 points each:
R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Rending (6+), Murderous Strike (6+)

Warpfire blaster

The Word Bearers applied their blasphemous theories not only to their creed and bodies, but also to their weapons. The workings of the so-called ‘warpfire’ weapons defy all conventional wisdom, indeed they should not function at all. Yet, in battle these weapons emit a searing burst of ætheric fire with a scream that can drive warriors to panic and dismay.

Any model with the Legiones Astartes (Word Bearers) special rule may exchange a plasma pistol for a Warpfire pistol for +5 points per model; a plasma gun or plasma blaster for a Warpfire blaster for +5 points per model; or a plasma cannon or Gravis plasma cannon for a Warpfire cannon for +5 points per model.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
24"
6
4
Assault 2, Breaching (4+), Pinning
© Vyacheslav Maltsev 2013-2026