Legiones Astartes – Mhara Gal Dreadnought
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  • Mhara Gal Dreadnought 240 pts
UNIT COMPOSITION: 1 MHARA GAL DREADNOUGHT

First encountered during the Battle of Ithraca amidst the catastrophe on Calth, the Shadow Crusade which ravaged Ultramar confirmed the existence of this twisted monster and its kin, an enemy unlike anything the Loyalists had faced. In form it was undeniably Contemptor Dreadnought in origin, its fire-blackened armour running like molten wax as its plates cracked open to pour out blood and choking black flames. The bounds of reality bent and buckled around the machine-creature, the ground itself seeming to shudder, flesh blistering and metal burning with black empyreal fire at its passing. Cultic writings record it as the ‘Mhara Gal’ —a complex Colchosian allegorical phrase translated as “…that which was blessed, but now stands beyond the sight of the gods" and claims this first travesty to have been one of the original Gal Vorbak dismembered and shattered, but clinging to life after the apocalyptic battle on Isstvan V. These writings describe this fallen killer as having “failed its oath to the Eightfold path" and being “punished with life beyond death".

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Mhara Gal Dreadnought (⌀60mm) 10 - - -
Mhara Gal Dreadnought (⌀60mm) 8 6 3 7 7 8 5 3 10 - - - 2+ -
WARGEAR
  • Warpfire cannon
  • Tainted claw with in-built boltspitter
TRAITS
  • Word Bearers
SPECIAL RULES
  • Legiones Astartes (Word Bearers)
  • It Will Not Die (5+)
  • Rampage (2)
  • Shroud of Dark Fire
  • Accursed
  • Pathfinder
  • Move Through Cover
  • Traitor
TYPE
OPTIONS
  • A Mhara Gal Dreadnought may replace its Warpfire cannon and/or Tainted claw and in-built boltspitter with one of the following:
  • - Greater boltspitter
    Free
  • - Gravis melta cannon
    Free
  • - Gravis autocannon
    Free
  • - Warpfire cannon
    Free
  • - Gravis lascannon
    +10 points
  • - Tainted claw with in-built boltspitter
    Free
SPECIAL RULES

Shroud of Dark Fire

The atomantic reactor which once powered the Mhara Gal has since twisted and warped to become a thing of ravaging darkness, burning with coal-black fire from the depths of the Empyrean. Such is the baleful power of this force, it shrouds the Mhara Gal Dreadnought in a guttering conflagration that leaks from the rends in its armour and belches from the ventilation stacks on its back, waxing as the nightmarish war machine kills, and waning to shadowed embers when it is at rest. Even the solar heat of plasma fire is muted and consumed on contact with this dark radiance, and flesh withers and crumbles to dust.

Any Hit allocated to a model with this special rule from a Plasma, Flame, Melta or Volkite weapon has its Strength reduced by -1. In addition, a model with this special rule gains a 5+ Invulnerable Save and should it suffer an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. If a model with this special rule loses its last Wound or Hull Point, but before it is removed as a casualty, all models both friendly and enemy within D6+6" suffer an automatic Hit at Strength 8 and with an AP of -.

Accursed

A baleful vortex of empyreal forces is centred upon the accursed Mhara Gal, like a moving sinkhole on the face of reality incarnated into its twisted form, and the echoes of this tormenting force drive even its allies away from it in reeling horror. The radiations of fear and horror that the war machine generates are particularly abhorrent to psykers and even daemonkind, who must shun this warp abomination lest the black fire at its core consume their soul-stuff.

All models with the Daemon Unit Type and/or Psyker or Corrupted Sub-type must reduce their Toughness and Strength by -1 while they are within 6" of a model with this special rule. Models that also have this special rule are immune to its effects.
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
-
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
-
Army List
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Plasma pistol

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

Plasma gun

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

Gravis melta cannon

R
FP
RS
AP
D
Special Rules
Traits
24"
8
1
Heavy 2, Armourbane (Melta), Twin-linked

Gravis autocannon

R
FP
RS
AP
D
Special Rules
Traits
48"
7
4
Heavy 3, Rending (6+), Twin-linked

Gravis plasma cannon

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

Gravis lascannon

R
FP
RS
AP
D
Special Rules
Traits
48"
9
2
Heavy 2, Sunder

Move Through Cover

Some warriors are skilled at moving over broken and tangled terrain.

A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
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.
Heavy Beam

Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.

When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.
  • All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
  • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
  • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
  • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit.
Pathfinder

Some warriors are specially trained to bypass the most dangerous hazards of the battlefield, or adapted to ignore the dangers they present.

A unit with at least one model with this special rule automatically passes Dangerous Terrain tests.
Flame Weapons

Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
3
-
Pistol 1
-
Flamer
Flamer
Template
4
5
Assault 1
-
Toxiferran flamer
Toxiferran flamer
Template
4
5
Assault 1, Poisoned (3+), Rending (6+)
-
Heavy flamer
Heavy flamer
Template
5
4
Assault 1
-
Flamestorm cannon
Flamestorm cannon
Template
6
4
Heavy 1, Torrent (18")
-
Melta Weapons

Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this venerable and fearsome weapon.

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)
-
Multi-melta
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked
-
Gravis melta cannon
Gravis melta cannon
24"
8
1
Heavy 2, Armourbane (Melta), Twin-linked
-
Magna-melta cannon
Magna-melta cannon
36"
8
1
Heavy 3, Armourbane (Melta), Twin-linked
-
Cyclonic melta lance
Cyclonic melta lance
18"
8
1
Heavy 4, Armourbane (Melta)
-
Siege melta array
Siege melta array
12"
8
1
Heavy 5, Armourbane (Melta), Twin-linked
-
Melta cutters
Melta cutters
6"
8
1
Heavy 3, Armourbane (Melta)
-
Melta blast-gun
Melta blast-gun
36"
8
1
Heavy 4, Armourbane (Melta)
-
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
-
Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy, and been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate
-
Volkite charger
Volkite charger
15"
5
5
Assault 2, Deflagrate
-
Volkite caliver
Volkite caliver
30"
6
5
Heavy 3, Deflagrate
-
Volkite culverin
Volkite culverin
45"
6
5
Heavy 5, Deflagrate
-
Volkite dual-culverin
Volkite dual-culverin
45"
6
5
Heavy 6, Deflagrate, Twin-linked
-
Volkite falconet
Volkite falconet
45"
7
5
Heavy 8, Deflagrate, Twin-linked, Pinning
-
Volkite saker
Volkite saker
25"
6
5
Heavy 6, Deflagrate
-
Volkite macro-saker
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate
-
Volkite carronade
Volkite carronade
45"
8
3
Heavy 1, Heavy Beam, Deflagrate
-
Volkite cardanelle
Volkite cardanelle
45"
7
5
Heavy 12, Deflagrate, Pinning
-
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

Warpfire cannon

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
36"
6
4
Heavy 1, Blast (3"), Breaching (4+), Pinning

Tainted claw

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
-
9
2
Melee, Brutal (2), Murderous Strike (5+)
Shroud of Dark Fire

The atomantic reactor which once powered the Mhara Gal has since twisted and warped to become a thing of ravaging darkness, burning with coal-black fire from the depths of the Empyrean. Such is the baleful power of this force, it shrouds the Mhara Gal Dreadnought in a guttering conflagration that leaks from the rends in its armour and belches from the ventilation stacks on its back, waxing as the nightmarish war machine kills, and waning to shadowed embers when it is at rest. Even the solar heat of plasma fire is muted and consumed on contact with this dark radiance, and flesh withers and crumbles to dust.

Any Hit allocated to a model with this special rule from a Plasma, Flame, Melta or Volkite weapon has its Strength reduced by -1. In addition, a model with this special rule gains a 5+ Invulnerable Save and should it suffer an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. If a model with this special rule loses its last Wound or Hull Point, but before it is removed as a casualty, all models both friendly and enemy within D6+6" suffer an automatic Hit at Strength 8 and with an AP of -.
Accursed

A baleful vortex of empyreal forces is centred upon the accursed Mhara Gal, like a moving sinkhole on the face of reality incarnated into its twisted form, and the echoes of this tormenting force drive even its allies away from it in reeling horror. The radiations of fear and horror that the war machine generates are particularly abhorrent to psykers and even daemonkind, who must shun this warp abomination lest the black fire at its core consume their soul-stuff.

All models with the Daemon Unit Type and/or Psyker or Corrupted Sub-type must reduce their Toughness and Strength by -1 while they are within 6" of a model with this special rule. Models that also have this special rule are immune to its effects.

Greater 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
48"
5
4
Heavy 6, Twin-linked
© Vyacheslav Maltsev 2013-2026