MACROMUNDA
Allegiance
House— single House · faction-wide roster
Grey Knights
Codex / Campaign
Codex · Grey Knights

Campaign55

Scenarios2

Hold The Warp Breach scenario
Attackerthe opposing gang (the tide — it means to out-body the brotherhood, force the trade the few cannot afford, and overrun the breach before the ritual completes)
DefenderGrey Knights (the vigil — a tiny brotherhood holding a warp-breach or consecration site alone against a foe that has every advantage of numbers)
Deploythe Grey Knights deploy around a central warp-breach objective; the attacker deploys along the board edges with superior numbers and advances to overwhelm the site
Objectivethe Grey Knights win by holding the breach to the end of the game while a consecration ritual completes, losing as few brothers as possible; the attacker wins by seizing the breach, or by taking enough Grey Knights Out of Action that the vigil breaks
Victorythe Grey Knights win if they still control the breach at the end of the game with the Grand Master or a Champion standing; the attacker wins if it holds the breach at game end, or if it reduces the brotherhood to two or fewer standing fighters
Rewardsthe Grey Knights gain renown scaled to how many brothers survived the vigil, within the cap, feeding the unbroken-brotherhood sub-plot; the attacker gains a reward for breaking the vigil or for each Grey Knight it out-bodied off the board
Control Tracka Grey Knights win holds the Control-Track marker on the world as the breach is sealed; an attacker win pushes it toward the attacker, the warp left open where the brotherhood could not hold

A tear in reality has opened on the contested world, and the brotherhood has come to seal it — alone, against a foe that has every advantage of numbers.

ATTACKER AND DEFENDER The Grey Knights are the defender: the vigil, a tiny brotherhood holding a warp-breach or consecration site against the tide. The opposing gang is the attacker: it means to out-body the brotherhood, force the trade the few cannot afford, and overrun the breach before the ritual completes.

BATTLEFIELD Set up a central objective marking the warp-breach, with scattered ruins and cover across the board. The ground immediately around the breach is open, offering the defender little to hide behind and the attacker no easy approach.

DEPLOYMENT The Grey Knights deploy first, arrayed around the central breach. The attacker then deploys along the board edges with its superior numbers, ready to advance and overwhelm the site from every side.

THE CONSECRATION RITUAL From the first round the Grey Knights are sealing the breach. So long as a Grey Knight remains within Short of the objective and it is not contested by an enemy, the ritual advances one step each round; the brotherhood's goal is to hold it unbroken to the end of the game.

ENDING THE BATTLE The battle ends at the close of the agreed number of rounds, or immediately if the brotherhood is reduced to two or fewer standing fighters.

VICTORY The Grey Knights win if they still control the breach at the end of the game with the Grand Master or a Champion standing. The attacker wins if it holds the breach at game's end, or if it reduces the brotherhood to two or fewer standing fighters.

REWARDS The Grey Knights gain renown scaled to how many brothers survived the vigil, within the campaign cap, feeding the unbroken-brotherhood sub-plot. The attacker gains a reward for breaking the vigil, or for each Grey Knight it out-bodied off the board.

CONTROL TRACK A Grey Knights win holds the Control-Track marker on the world as the breach is sealed. An attacker win pushes the marker toward the attacker, the warp left open where the brotherhood could not hold.

TACTICS The brotherhood cannot win a numbers game, so it must make the ground itself a weapon: raise Sanctuary over the breach, cluster tight to keep the Aegis dense, and trust the Nemesis blades to punish every foe that commits to the charge. The attacker must accept losses to force the trade — swamp the site from more angles than the few can hold, and spend bodies to take veterans the brotherhood cannot replace.

The Surgical Purge scenario
AttackerGrey Knights (the surgical strike — they teleport in to purge a specific daemon or psyker threat and mean to be gone before the enemy's numbers can close)
Defenderthe opposing gang (which fields a warp-thing or key caster the brotherhood has come to banish, and must protect it long enough to trade the irreplaceable few away)
Deploythe defender sets up first across the board with its priority target (a nominated DAEMON, PSYKER or objective-holder) placed centrally; the Grey Knights deploy entirely in reserve and arrive by Deep Strike and teleport from the first round
Objectivethe Grey Knights win by banishing or taking the nominated target Out of Action and then withdrawing at least half their surviving fighters off their own board edge; the defender wins by keeping the target alive to the end, or by taking enough of the tiny brotherhood Out of Action to cripple it
Victorythe Grey Knights win if the nominated target is removed AND they extract half or more of their survivors; the defender wins if the target still stands at the end of the game, or if it takes three or more Grey Knights Out of Action before the target falls
Rewardsthe Grey Knights gain campaign renown for the banishment, within the cap, and add a mark to any daemon-tally sub-plot; the defender gains a reward for protecting the target or for each Grey Knight it removed, the trade the brotherhood cannot afford made to pay
Control Tracka Grey Knights win advances their Control-Track claim on the contested world as the threat is purged; a defender win holds the marker, the horror the brotherhood came to end still loose on the board

The brotherhood has identified a single horror at the heart of the enemy's presence, and teleports in to end it — meaning to be gone before the numbers can close.

ATTACKER AND DEFENDER The Grey Knights are the attacker: the surgical strike, arriving to purge a specific daemon or psyker threat and withdraw. The opposing gang is the defender: it fields a warp-thing or key caster the brotherhood has come to banish, and must protect it long enough to trade the irreplaceable few away.

BATTLEFIELD Set up a board dense with cover and sightlines. The defender's priority target — a nominated DAEMON, PSYKER or objective-holder — is placed centrally, deep within its lines.

DEPLOYMENT The defender sets up first, across the board, with its nominated target placed centrally and protected. The Grey Knights deploy entirely in reserve and arrive by Deep Strike and teleport assault from the first round, choosing their moment and their landing ground.

THE NOMINATED TARGET Before deployment the defender names the single fighter the brotherhood has come for. The Grey Knights' whole purpose is to remove it; the defender's whole purpose is to keep it standing and to bleed the brotherhood white in the attempt.

ENDING THE BATTLE The battle ends when the nominated target is removed and the Grey Knights have begun their withdrawal, when the agreed number of rounds elapses, or when either side concedes the field.

VICTORY The Grey Knights win if the nominated target is banished or taken Out of Action AND they extract half or more of their surviving fighters off their own board edge. The defender wins if the target still stands at the end of the game, or if it takes three or more Grey Knights Out of Action before the target falls.

REWARDS The Grey Knights gain campaign renown for the banishment, within the cap, and add a mark to any daemon-tally sub-plot. The defender gains a reward for protecting the target, or for each Grey Knight it removed — the trade the brotherhood cannot afford, made to pay.

CONTROL TRACK A Grey Knights win advances their Control-Track claim on the contested world as the threat is purged. A defender win holds the marker, the horror the brotherhood came to end still loose on the board.

TACTICS Speed is everything for the brotherhood: teleport onto the target, break its guards with a focused strike, banish it with a Nemesis blade or Purge Soul, and be moving toward the board edge before the enemy can bring its mass to bear. The defender must screen the target with bodies, deny the brotherhood clean landing ground, and turn the fight into the attrition slog the few cannot survive.

Favours8

RollFavourPatron
2The Inquisitions Notice. The Ordo Malleus does not only reward — it watches, and its notice is rarely comfortable. An Inquisitor has taken an interest in your brotherhood's recent conduct and found questions in it. Before your next battle, one of your fighters is called away to answer for the chapter and may not be fielded. In return the Inquisition expects results: if you win that battle, the matter is closed and the brother returns; if you lose, the scrutiny deepens and the brother remains absent for one further battle. The chamber militant answers to its masters, and the masters are watching.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
3A Brothers Recovery. The Ordo Malleus commits its apothecaries and reliquary-surgeons to mending one of your fallen. Choose a single fighter currently suffering a Lasting Injury; it may re-roll that injury on the recovery table, keeping the second result, as the chapter's finest medicae labour over it. For a brotherhood that cannot replace its veterans, a brother mended is worth more than a brother recruited — the Inquisition spends its favour keeping the irreplaceable few in the field.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
4Sanctified Issue. The Ordo Malleus opens its consecrated armoury to your brotherhood. You may add sanctified ammunition to one of your fighters at no cost, and for your next battle every one of your fighters treats its storm bolter fire as carrying sanctified rounds against DAEMON targets. The Inquisition arms its chamber militant for the hunt it was made for, blessing the brotherhood's guns against the warp-born before it sends it in.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
5A Loaned Relic. The reliquaries of the Ordo Malleus open, and a treasured relic is placed in your keeping for a single battle. For your next battle, nominate one fighter; its Nemesis weapon becomes master-crafted, re-rolling one failed Hit roll each round, and it re-rolls failed Willpower tests to cast its Sanctic powers. The relic must be returned afterward, its loan a mark of the Inquisition's trust — spend the battle proving that trust was well placed.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
6The Warp Charted. Inquisitorial astropaths chart the warp-currents around the coming battlefield and pass their auguries to your brotherhood. For your next battle, you may hold any number of your fighters in reserve and bring them in by teleport assault from the first round, and you roll one additional dice when determining who has priority. Knowing the warp's tides before the enemy does, the brotherhood chooses exactly where and when the silver arrives.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
7A Brother Returns. The Ordo Malleus answers your brotherhood's need with reinforcement, as it does for the chamber it depends upon. You may immediately requisition a full Strike Brother or Brotherhood Terminator into your roster at its standard cost, the paperwork of Reputation waived by Inquisitorial sanction. There are no recruits here and never will be — but a proven veteran, sanctioned and sent, is exactly what the brotherhood needs to hold its numbers against attrition.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
8A Nemesis Sanctioned. The Ordo Malleus sanctions a new Nemesis blade from the forges of Titan and issues it to your brotherhood. You may add one Nemesis Force weapon of any pattern to a single eligible fighter at no cost, its consecration already complete. This is a permanent gift, not a loan — the Inquisition arms the hand it trusts, and the brother who bears the new blade carries the chamber's confidence into every fight thereafter.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of
9The Dreadknight Roused. At the Inquisition's word, a Nemesis Dreadknight is roused from the chapter's reliquary-hangars and joins your brotherhood for a single battle. For your next battle you may field a Nemesis Dreadknight at no cost, in addition to any Brute limit your gang would normally observe. The war-suit strides to war beside you, its psyker-pilot lending the collective ward its own will — then returns to its vigil when the battle is done. The Ordo Malleus reserves such power for the hunts that warrant it.The Ordo Malleus and the Emperor's sanction — the Inquisition the Grey Knights answer to, and are the chamber militant of

Gang Tactics36

RollTacticTiming
11The Teleport Strike. The brotherhood does not march to the battle; it arrives in the middle of it. Before the battle, place up to half of your fighters in reserve rather than deploying them. From the first round they may arrive by teleport assault, set up anywhere on the board more than Short from an enemy and treated as having Deep Strike. The silver comes out of nowhere, onto the ground the enemy least wants it, exactly when it is needed.Pre-battle
12Holy Holocaust. A Purifier opens himself fully to the Sanctic fire, and everything within reach burns. Play this at any time when one of your Purifiers makes a Shoot action with an incinerator or casts Smite. The attack strikes every enemy fighter within Short of the target, friend of the target and daemon alike, each resolved as a separate hit. For one activation the Purifier is a holocaust of blessed flame — hold nothing back.Any
13Warp Quake. The brotherhood roils the local warp until no enemy dares translate through it. Before the battle, nominate the ground within Medium of your deployment zone. For the whole battle, enemy fighters may not arrive from reserve, teleport, or make any deep-strike-style move into that area, and any that attempt to end such a move there are placed at its edge instead. The daemon-hunters deny the enemy the trick they rely on most: coming out of nowhere.Pre-battle
14The Brotherhoods Resolve. The brotherhood does not falter, whatever the warp or the enemy brings. Play this as a reaction when one of your fighters is about to make a Willpower, Nerve or Cool test. That test is passed automatically, with no roll made. Spend it on the Wyrd test that must not fail — the power that turns the battle, or the nerve that keeps a brother in the fight when everything says he should break.Reaction
15Sanctic Surge. The brotherhood's collective will swells as one, and the ward thickens with it. Play this at any time. Until the start of your next turn, every Aegis denial your fighters attempt gains +1 to the Willpower test, stacking with the ward's own bonus up to its maximum of +3. When the enemy caster is about to unleash its worst, this is the moment the wall becomes near impenetrable.Any
16Banishment Oath. Before the battle, a brother swears an oath of banishment against a single named horror. When you deploy, nominate one enemy DAEMON or PSYKER fighter. Until it is removed, all of your fighters re-roll failed Wound rolls against it in melee, and the first time a Nemesis Force weapon reduces it to zero Wounds it is banished as normal. The oath is sworn; it will be kept or the brotherhood will fall keeping it.Pre-battle
21The Aegis Tightens. The brothers draw closer in an instant, wills overlapping until the ward is seamless. Play this as a reaction when an enemy attempts a Wyrd Power targeting one of your fighters. Before the denial is rolled, one friendly Grey Knight within Medium of the target may make an immediate free Move of up to Short to bring itself within Short, counting toward the Aegis for that denial. Close the gap and let the wall answer as one.Reaction
22Psychic Onslaught. The brother reaches into the warp a second time, and this time it comes when called. Play this at any time when one of your fighters has already cast a Sanctic power this round. That fighter may immediately attempt one further Sanctic power it knows, testing Willpower as normal. A failed test still bites — the immaterium is never owned — but a brother who dares it can unmake two things where the enemy expected one.Any
23Hammer Of The Witch. The order was founded to end witches, and in close quarters that founding purpose shows. Play this in melee when one of your fighters attacks an enemy PSYKER. That fighter gains +1 to Hit and re-rolls failed Wounds against the PSYKER for this round, and the psyker may not benefit from any friendly re-roll while the blow falls. Put the caster down with your own hands and the warp goes quiet with it.Melee
24Unbreakable Ward. For one working, the Aegis simply cannot be broken. Play this as a reaction when an enemy attempts a Wyrd Power targeting one of your fighters, and a friendly Grey Knight is within Short to deny it. That denial is passed automatically, with no roll made — the power fails completely, whatever it was. Save it for the enemy's decisive casting: the summoning, the curse, the working the whole enemy plan turns on.Reaction
25The Purge Begins. The brotherhood strikes first and strikes hard, opening the purge before the enemy has set its feet. Before the battle, in the first round only, all of your fighters gain +1 to Hit with ranged weapons and re-roll failed charge distances. The Grey Knights win by precision and speed, not attrition; this is the alpha strike that removes a key threat before the enemy's numbers can close.Pre-battle
26Shrouded Approach. The brothers move under a veil of psychic misdirection, unseen until it is too late. Before the battle, choose up to two of your fighters. They are set up in concealment: they deploy after all other fighters, anywhere on your half of the board more than Short from an enemy, and count as having gone to ground until they first act. Bring the scalpel close before the enemy knows the fight has begun.Pre-battle
31Rites Of Banishment. The rites are spoken, and for a moment the warp cannot hold its own together. Play this at any time. Until the end of the round, any DAEMON reduced to zero Wounds by any of your fighters — not only by a Nemesis Force weapon — is banished, removed with no recovery. The order recites the words it was founded on, and every daemon that falls this round stays fallen.Any
32The Grand Masters Command. The Grand Master speaks, and the brotherhood moves to his will. Play this at any time, provided your Grand Master is on the board and not Out of Action. Choose one friendly Grey Knight within Short of the Grand Master; that fighter may immediately make a free Basic or Simple action. The anchor of the line does not only steady the brotherhood's nerve — it directs the killing, one command at the exact moment it turns the fight.Any
33Nemesis Focus. The brother pours his will into the blade until the steel sings with it. Play this in melee when one of your fighters attacks with a Nemesis Force weapon. For this round that weapon gains +1 Damage and re-rolls failed Hit rolls. Against a hard target — a Brute, a heavy body, a Greater Daemon — this is the blow that ends it. Focus everything through the edge and let it fall where it must.Melee
34Warp Cleansing. After the battle, the brothers cleanse the taint from the ground and from their own wounds. Play this in the post-battle sequence. One of your fighters that went Out of Action this battle may re-roll its Lasting Injury result, keeping the second, and if this battle saw you banish a DAEMON you may add one to your renown for the purge. The order leaves the battlefield clean, and carries fewer scars away than it should have.Post-battle
35The Vigilant Few. Fewer hands mean each brother watches more ground, and nothing crosses it unseen. Before the battle, if you field fewer fighters than your opponent, all of your fighters gain +1 to Hit with reaction and overwatch fire for the whole battle, and enemies gain no bonus for charging them from concealment. The brotherhood turns its small numbers into vigilance — the few see everything, and make the many pay to approach.Pre-battle
36Sanctified Volley. The storm bolters open together, a disciplined wall of blessed fire. Play this in the shooting phase and choose up to three of your fighters within Short of one another. Each may make a Shoot action with a storm bolter this round with +1 to Hit, their fire coordinated into a single scything volley. Concentrate the brotherhood's bolt fire on one approach and thin whatever is coming down it.Shooting
41Gate And Strike. The warp opens, the brother steps through, and the blade lands before the enemy has understood he has moved. Play this in the movement phase when one of your fighters casts the Gate of Infinity. After it reappears, it may immediately declare a charge as though it had not yet acted this activation. Teleport into the enemy's flank and strike in the same breath — the gap between arriving and killing does not exist.Movement
42The Unyielding Line. The line holds, whatever crashes against it. Play this as a reaction when one of your fighters is charged. Before blows are struck, that fighter may make a free attack with a Nemesis Force weapon against the charger, and gains +1 to its save until the end of the round. The brotherhood does not give ground to the rush — it meets the charge, strikes first, and stands where it stood.Reaction
43Daemonbane Fury. The sight of the Neverborn kindles a cold fury in every brother. Play this in melee when one of your fighters attacks a DAEMON. That fighter re-rolls all failed Hit and Wound rolls against DAEMON fighters for this round of close combat — an ordinary brother, for one savage exchange, fighting as a Purifier does. Send the blow home and let the warp answer for what it sent.Melee
44Psycannon Barrage. The psycannon opens up and does not stop, blessed rounds hammering the target apart. Play this in the shooting phase when one of your fighters makes a Shoot action with a psycannon. The weapon fires an extra shot this round and keeps its Rending trait against every hit. Point it at the enemy's toughest body and let the barrage crack it — armour that shrugged off the first round rarely survives the fourth.Shooting
45The Warded Charge. The brother charges wrapped in his own ward, closing untouched to bring the blade to bear. Play this when one of your fighters declares a charge. Until the end of that fighter's activation it gains a 5+ field save and cannot be knocked Prone by reaction or overwatch fire as it comes in. Send a body across open ground into the enemy's guns and trust the ward to see it there — then let the Nemesis weapon finish the argument.Charge
46Mind Over Warp. A brother sees the enemy's working take shape and shuts it in the air. Play this as a reaction when an enemy attempts a Wyrd Power targeting one of your fighters. A friendly Grey Knight within Short of the target may attempt an Aegis denial against it even if it has already denied a power this round, and gains +1 to that Willpower test. The warp reaches; the brotherhood's will slams the door.Reaction
51Silver Tide. The brotherhood advances as one wall of silver, unhurried and inevitable. Play this in the movement phase. Every one of your fighters may make an immediate Move action of up to Short toward the nearest enemy, provided it ends within Short of another Grey Knight. The tide keeps its cohesion as it comes — and a brotherhood that moves together keeps its Aegis intact every step of the way.Movement
52The Litany Of Hate. The brothers recite the litany against the foe they have come to end, and hatred sharpens every hand. Before the battle, nominate the enemy gang's leader or a single enemy fighter. All of your fighters re-roll failed Hit rolls against that fighter, in melee and at range, until it is taken Out of Action. The order names its enemy aloud, and having named it, does not stop until it is gone.Pre-battle
53Interceptor Descent. The interceptors fall on the enemy from nowhere, teleporters screaming. Play this in the movement phase and choose up to two of your Interceptors. Each may make an immediate warp-jump move with its personal teleporter, ignoring terrain and intervening models, landing anywhere within the jump's range. Drop them onto the objective the enemy left unguarded, or onto the caster it thought safe behind its line, and let them strike before it can turn.Movement
54The Shield Of Titan. A brother interposes himself, and the blow that should have landed turns aside on a wall of will. Play this as a reaction when one of your fighters would suffer a Wound from any attack. That fighter gains a 4+ save against the attack that cannot be modified by armour penetration — a field of sheer faith raised in the instant of need. The irreplaceable few endure the blow they cannot afford to take.Reaction
55Purifying Flame. The incinerator's flame is consecrated hotter, and the warp-born cannot abide it. Play this in the shooting phase when one of your fighters makes a Shoot action with an incinerator. For this attack the flame gains +1 Strength, and any DAEMON caught beneath the template is hit an additional time. Wash the fire over the crowd the enemy massed to charge you and let the ground behind it go quiet.Shooting
56The Brotherhoods Vigil. The brothers set themselves to hold, and holding is what they were made for. Before the battle, if you field fewer fighters than your opponent, choose one objective or terrain feature to become your vigil. While one of your fighters stands within Short of it, that fighter gains +1 Toughness against ranged attacks and re-rolls failed Nerve tests. The few dig in where it matters and make the many pay to shift them.Pre-battle
61Warp Sight. A brother opens his warp-sight and stops aiming with his eyes. Play this at any time and nominate one of your fighters. Until the start of your next turn, that fighter's Shoot actions ignore line of sight and the Obscured condition, striking targets in full cover or behind walls as though they stood in the open. The enemy who trusted terrain to hide from the brotherhood learns, in a single activation, that it was never hidden at all.Any
62The Culminating Strike. The round's work builds to one final, decisive blow. Play this in the end phase. One of your fighters that took an enemy Out of Action this round may immediately make a free Shoot action with a storm bolter or attempt one Sanctic power it knows, testing Willpower as normal. The purge does not pause between kills; press the advantage while the enemy is still reeling from the last.End phase
63Sanctuary Ground. A brother consecrates the ground as he moves across it, leaving holy earth in his wake. Play this in the movement phase when one of your fighters ends its move. Until the start of your next turn, the ground within Short of that point is dangerous for enemies to charge across, and any friendly Grey Knight standing on it counts as being within the Sanctuary ward. Choose the chokepoint you mean to hold and make it sacred.Movement
64The Unfaltering Brotherhood. One brother falls and the rest do not waver; they close the gap and fight on. Play this as a reaction when one of your fighters is taken Out of Action. Every friendly Grey Knight within Medium of the fallen brother automatically passes any Nerve test it would take this round, and one of them may make an immediate free Move toward the enemy that struck him down. The brotherhood answers a loss with a reckoning, not a rout.Reaction
65Relic Of Titan. The brotherhood carries a relic of Titan to this battle, an ancient treasure of the order borne into war. Before the battle, nominate one of your fighters. For this battle its Nemesis weapon is treated as master-crafted, re-rolling one failed Hit roll each round, and the fighter re-rolls failed Willpower tests to cast its Sanctic powers. The relic answers to a worthy hand; choose the brother who will make its history worth the telling.Pre-battle
66The Chosen Of Titan. For one shining moment a brother fights as the chosen of the order's founding world, and nothing the enemy has can stand against him. Play this at any time and nominate one of your fighters. Until the end of the round it re-rolls all failed Hit, Wound and Willpower rolls, cannot be reduced below one Wound by a single attack, and any DAEMON it fells is banished. This is the brotherhood's finest hour, spent on the fighter who has earned it.Any

Alliances2

The Neverborn Hunt alliance
Whothe daemon and the Chaos-sorcerer gangs — the Neverborn and the psyker-hosts (a Chaos daemon House or a warp-tainted gang; the eternal enemy, never a fixed named gang)
Termscampaign-only standing feud, no non-aggression possible: wherever the Grey Knights and a daemon or psyker-heavy gang hold ground on the same world, they are locked in enmity. The brotherhood may declare a hunt against such a gang for bonus renown on a banishment; the daemon foe, in turn, targets the irreplaceable few to force the trade the brotherhood cannot afford. There is no pact, only the purge

There is one relationship the Grey Knights can never soften into a pact: their enmity with the Neverborn and the psyker-hosts. Against a Chaos daemon gang or a warp-tainted, sorcery-heavy warband — any such foe, never a single fixed gang — the brotherhood is locked in a standing feud, and no non-aggression is possible between them.

The feud is mechanical and mutual. Wherever the Grey Knights and a daemon or psyker-heavy gang hold ground on the same world, they are at war on sight. The brotherhood may declare a hunt against such a gang before a battle, gaining bonus renown for every DAEMON it banishes in that fight. The daemon foe, in turn, is drawn to the irreplaceable few: it gains its own reward for each Grey Knight it takes Out of Action, forcing the trade the brotherhood cannot afford. This is the enmity the order was founded on — there is no pact here, only the purge.

The Ordo Malleus alliance
Whothe Ordo Malleus and the wider Inquisition — the chamber the Grey Knights ARE the militant arm of; an Inquisition House or retinue the pact is struck with (generic, never a fixed named gang)
Termscampaign-only, phase-gated requisition: the Grey Knights are forged FIRST and are the single source of truth for the units the Ordo Malleus retinue may borrow. Once the campaign reaches its declared middle phase, while both hold ground on the same world, an allied Inquisition gang may requisition a Grey Knight unit that already exists here (inlined by reference), and the brotherhood may call on Inquisitorial intelligence and sanction. No Grey Knight enters a normal Inquisition battle list except by that phase-gated requisition; this is the chamber militant answering its masters, not a merged gang

The Grey Knights are the militant arm of the Ordo Malleus, and their bond with the Inquisition is the one alliance the brotherhood keeps as a matter of duty. The pact is struck with an Inquisition House or retinue — a generic ally, never a single fixed gang — and it is a campaign relationship, not a merger of forces.

The alliance is phase-gated. The brotherhood is the single source of truth for the Grey Knight units the Ordo Malleus may call upon. Once the campaign reaches its declared middle phase, and while both hold ground on the same world, an allied Inquisition gang may requisition a Grey Knight unit that already exists in the brotherhood's roster, fielding it by reference for a battle; in return the brotherhood may draw on Inquisitorial intelligence and sanction. No Grey Knight enters a normal Inquisition battle list except through that phase-gated requisition. This is the chamber militant answering its masters when called — not two gangs becoming one.

Legendary Names3

Kaldor Draigo Lord Of Titan Grand Master

XP cost (random): 6

XP cost (chosen): 12

This Grand Master is Kaldor Draigo, Lord of the Titan — the named apex of the brotherhood's honours, a warrior who has walked the warp itself and returned unbroken. A Grand Master may take this title on rolling a 6 for a random advance, or for a chosen cost of 12 experience, and only the Grey Knights may claim it.

BENEFIT. Draigo bears the master-crafted Titansword, a relic Nemesis blade of peerless armour-cutting edge that carries the Force trait against every target. He re-rolls all failed Willpower tests without needing his own aura, and once per battle he may automatically banish a single DAEMON he is in base contact with, no roll required.

DRAWBACK. Draigo is a beacon the warp itself hunts. He may never be held in reserve and must always deploy on the board, and any enemy DAEMON gang gains bonus renown for taking him Out of Action. The Neverborn know his name, and every one of them comes for him.

The Brother Captain honour-title

XP cost (random): 5

XP cost (chosen): 9

This honour-title is earned in blood: any Grey Knight who banishes a Greater Daemon may be raised to Brother-Captain, on rolling a 5 for a random advance or for a chosen cost of 9 experience.

BENEFIT. The Brother-Captain gains a point of Willpower and projects a lesser command aura, letting nearby Grey Knights re-roll a single failed Nerve test each round. Its Nemesis weapon re-rolls failed Wounds against DAEMON fighters — the veteran's hatred of the Neverborn sharpened into certainty.

DRAWBACK. The Brother-Captain is held to the chapter's highest standard. It must always be the fighter to lead any charge against a DAEMON when able, and if it ever flees a battle it loses the title until it banishes another Greater Daemon to earn it back. The honour is a burden as much as a reward, and the order does not let it be worn lightly.

Warden Of The Breach honour-title

XP cost (random): 5

XP cost (chosen): 9

This honour-title is earned by holding the line alone: any Grey Knight who holds a warp-breach or objective by itself may be named a Warden of the Breach, on rolling a 5 for a random advance or for a chosen cost of 9 experience.

BENEFIT. The Warden gains a point of Toughness while it holds an objective or consecration site, and its Aegis counts as though one extra Grey Knight were present even when it stands entirely alone. The warrior that once held the breach need never fear standing alone again.

DRAWBACK. The Warden is bound to the ground it swears to hold. It may never voluntarily leave an objective it controls while an enemy is within charge range, and if that objective is lost while the Warden still stands, it suffers a point of experience penalty — the vigil broken, its honour stained until it is redeemed.

Sub-Plots2

The Daemon Tally sub-plot

Reward: The Ordo Malleus acknowledges the purge: one fighter gains a founding Sanctic power for free, OR the gang unlocks a one-off free requisition of a Strike or Terminator brother for its next battle. Claimable once each time the threshold is crossed.

The brotherhood keeps a tally of the warp-born it has sent screaming back into the immaterium, and the Ordo Malleus keeps count with it. This sub-plot advances as your gang banishes or takes Out of Action DAEMON and PSYKER fighters across the campaign; each time the running total crosses a declared threshold, the tally is struck and the reward claimed.

REWARD. The Ordo Malleus acknowledges the purge. One of your fighters gains a founding Sanctic power for free, or the gang unlocks a one-off free requisition of a Strike or Terminator brother for its next battle. The reward may be claimed once each time the threshold is crossed, so a brotherhood that hunts relentlessly is rewarded again and again for the count it keeps.

The Unbroken Brotherhood sub-plot

Reward: The Chapter Keep honours the vigil: the gang gains a permanent point of Reputation, OR one surviving founding brother may take an out-of-sequence advance. Claimable once per phase the brotherhood comes through unbroken.

The measure of the brotherhood is not how many it kills but how many it keeps. This sub-plot is completed when your gang comes through a full campaign phase without a single founding brother — a fighter present at the campaign's start — taken permanently Out of Action. For the irreplaceable few, an unbroken phase is a victory in its own right.

REWARD. The Chapter Keep honours the vigil. The gang gains a permanent point of Reputation, or one surviving founding brother may take an out-of-sequence advance, tempered by a phase of war survived intact. The reward may be claimed once for each phase the brotherhood comes through unbroken — a standing incentive to protect the veterans rather than spend them.

Terrain2

The Chapter Keep terrain

The Chapter Keep is the Grey Knights' fortress-monastery on the world — a bastion of blessed stone and ancient reliquaries, the source of the brotherhood's veteran reinforcement and its fortress income. It represents the order's home base as a controlled territory.

A gang that holds the Chapter Keep may, between battles, requisition a full Strike Brother or Brotherhood Terminator into its roster at the standard cost — never a recruit — and draws a fortress income each campaign turn. The reinforcements the Keep provides are always tested veterans, sanctioned and sealed, for the order makes no Juves and never will. It is a territory boon and a strategic prize: hold the Keep and the brotherhood grows stronger and better supplied; lose it and the irreplaceable few must fight on with only what they have.

The Warded Shrine terrain

The Warded Shrine, or Sanctum, is a signature battlefield feature of the Grey Knights — a consecrated structure of blessed stone and layered psychic wards the brotherhood raises on the ground it defends. It is a board feature rather than a source of income: it consecrates the ground, it does not earn credits.

A Grey Knight within a short distance of the Warded Shrine adds one to its Willpower tests for casting Sanctic powers and to its Aegis denials, within the ward's usual cap. Any DAEMON fighter that ends an activation within a short distance of the shrine suffers a psychic hit as the wards burn it. The Sanctum turns the brotherhood's chosen ground into holy ground — a place where the few cast surest, the ward holds hardest, and the warp-born cannot linger without being punished for it.