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Codex · Grey Knights

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The Sanctic Discipline psychic discipline

The Sanctic Discipline is the sacred sorcery of the Grey Knights — the one unified tradition of an order that permits itself no other. Where a renegade cabal splinters into warring schools, the daemon-hunters hold to a single doctrine of sanctity, warding and banishment, drilled into every battle-brother until the working is as sure as the swing of a blade. Its powers steel the Nemesis edge, raise consecrated ground against the foe, teleport the strike onto the threat, sharpen the eye for the killing shot, grip and purge a corrupt soul, and tear open a banishing rent in the warp. These are Wyrd powers, manifested through the will alone; every working courts the warp's price, and the Grey Knight pays it without flinching. At creation a Knight with access picks one power from the table below.

Daemon-bane gang rule

Daemon-bane is the innate loathing the Purifiers hold for the Neverborn — those brothers considered the purest of the order, whose souls the warp-born cannot touch without burning. When a Purifier fights a DAEMON fighter, it re-rolls its failed Hit and Wound rolls, so that where an ordinary brother must trust each blow to land, a Purifier is conducting a harvest. Paired with the banishing edge of its Nemesis blade, this makes a Purifier the surest daemon-killer the gang can field: near-certain to strike, near-certain to wound, and certain to remove for good whatever it fells. The rule keys on the warp-born alone — against a mundane foe a Purifier is a capable line brother and no more — so its value is drawn out by sending it where the daemons are, first into the Neverborn while the ordinary brothers hold the creature's attention.

Force banishment gang rule

Every melee weapon a Grey Knight carries is a Nemesis Force weapon, and against the warp-born they do what no mundane blade can. When a DAEMON is reduced to zero Wounds by a Nemesis Force weapon, it is banished — removed from the battle entirely, with no recovery roll and no chance of being carried out of the fire by a friend. The warp convulses and vomits the creature back into the immaterium; it does not bleed out in the dirt, it is simply gone.

The banishment is the whole of the gift: there is no extra Damage stacked on top, for the Nemesis profile already carries its full lethality. Nor does the blade grant free passage on the way there — a daemon still rolls its invulnerable save against every wound, exactly as always. The Force weapon does not bypass the daemon's resilience; it only guarantees that a daemon which does eventually fall stays fallen. This is the brotherhood's answer to warp-born foes that would otherwise linger through resilient saves, high Wound counts, or the softening of ordinary injury.

Grand Master's Will gang rule

Grand Master's Will is the command aura that makes the anchor of the brotherhood worth fighting around. While a Grey Knight stands within Short of the Grand Master, it re-rolls failed Willpower tests — both for casting Sanctic powers under The Brotherhood and for Aegis denials — and re-rolls failed Nerve tests besides. The Grand Master is the focus of the brotherhood's will and the steadiness of its nerve at once, and near him the gang's psychic casting and its collective ward turn from strong to near-relentless.

The aura is also the House's clearest weakness, and a canny enemy reads it at once. The re-rolls reach only as far as Short, so the brotherhood must cluster in the Grand Master's shadow to benefit — and the moment that anchor is taken Out of Action, the re-rolls vanish, Willpower tests stand or fall on raw dice, and the wall begins to crack. The brotherhood can still raise the Aegis without its commander; it raises it badly.

The Aegis gang rule

The Aegis is a wall of living faith raised between the brotherhood and the warp — not armour, but a collective psychic bulwark that intercepts enemy workings before they land. When an enemy attempts a Wyrd Power that targets a Grey Knight, and another Grey Knight stands within Short of the target, the nearby brother may attempt to deny it by passing a Willpower test: pass, and the power fails completely; fail, and the working lands. The shield is strong but not infallible — the denying brother must still make its own roll, because faith alone is insufficient without resolve.

The ward tightens as the line tightens. Each additional Grey Knight within Short of the target, beyond the first denier, grants +1 to the Willpower test, to a maximum of +3. Pack the brothers together and the Aegis approaches impenetrability; spread them apart and any single brother faces the warp alone. Against a gang that carries no Wyrd Powers at all — those who have forbidden sorcery entirely — the Aegis is silent, for it cannot deny what is never cast.

The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round gang rule

The Brotherhood is the load-bearing truth of the gang: every Grey Knight, from Strike Brother to Grand Master, is a sanctioned psyker. Once per round, in addition to its normal actions for the activation, a brother may attempt one of its known Sanctic powers by passing a Willpower test. The warp is not drawn from the action economy; it is a sword carried at the hip alongside everything else.

The test is not free. When a brother fails its Willpower roll, the warp turns on the hand that reached for it and the caster suffers a Strength-based hit from its own unleashed power — a reminder that, sanctioned or not, the immaterium is never wholly owned.

And the Brotherhood is irreplaceable in the most literal sense. The gang cannot take on Juves; there are no neophyte bodies to pad the roster or soak the opening volley. New brothers arrive only as Reputation grows, and only as full Strike Brothers or Terminators. Every fighter lost is a veteran psyker walking out the door — a loss measured in campaign progress and standing, and repaired slowly.

And They Shall Know No Fear gang rule

And They Shall Know No Fear is the discipline bred into every Astartes and carried unbroken into the Grey Knights' silver ranks. It is inherent — part of the body, present on every fighter in the brotherhood from the moment it takes the field, and it can never be removed.

Whenever this fighter would take a Nerve test, it passes automatically; the terror that routs a mortal soldier finds nothing to seize. This fighter can never be Pinned — incoming fire does not drive it to ground, and it holds its posture through any barrage. With Toughness 5 and three Wounds beneath it, this steadiness is the true measure of a Grey Knight's endurance, sustaining the line long after a lesser warrior would have broken.