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Grey Knights
Codex / Wargear
Codex · Grey Knights

Wargear15

Auspex Accessory
Cost25
negate hidden setup

The auspex is a handheld scanner that sweeps the battlefield for heat, movement and life-signs, stripping away an enemy's attempt to lie in wait unseen. A brother carrying one negates a foe's hidden setup nearby, forcing concealed fighters into the open before they can spring an ambush. It is a utility piece for a careful gang — a way to deny the enemy the first surprise and make sure the brotherhood, small as it is, is never caught off guard by something it could not see.

Brotherhood Banner Status
Cost35
+1 to the Aegis nearby+Leadership

The Brotherhood Banner is a sanctified standard borne by a Chaplain, a rallying point of stitched litanies and battle-honours that stiffens the will of every Grey Knight who fights in its shadow. Fighters near the banner add to their Leadership, holding their nerve where lesser troops would break, and its consecrated presence tightens the Aegis, lending an extra measure to the collective ward the brotherhood raises. It is a command piece for the fighter meant to hold the centre of the line and keep the gang casting and steady around him.

Combat Shield Field
Cost15
+1 save in melee

The combat shield is a compact ceramite guard braced on the forearm, small enough to leave a brother's weapon hand free yet solid enough to turn a melee blow. It grants a better save in close combat, the extra margin that keeps a forward fighter standing through an exchange it might otherwise lose. It is a modest, dependable piece for a brother who expects to be in reach of the enemy and wants a little more between himself and the blade coming back.

Grenades Grenades
Costinherent
frag / krak

Frag and krak grenades are the standard thrown ordnance of the brotherhood, carried as a matter of course. Frag scatters a burst of shrapnel across a cluster of enemies in the open; krak delivers a single shaped charge against armour, a fortification, or a heavy body. They are consumable munitions, hurled and gone, but they give even a melee-focused brother an answer to a target he cannot yet reach with his blade — a way to open a fight or crack a hard point before the halberd comes down.

Iron Halo Field
Cost45
4+ invulnerable field

The Iron Halo — carried by a Grey Knight as an Inquisitorial sigil of the Ordo Malleus — projects a 4+ invulnerable field around the wearer, a shimmer of protective force that turns aside a blow whatever struck it and whatever armour it would otherwise ignore. It is the survival option for the fighters the gang cannot afford to lose: the Grand Master anchoring the line, a Champion holding a forward position, a veteran meant to stand alone. Where plate stops what it can, the field answers the blow that gets past.

Liber Daemonica Status
Cost30
anti-daemon lorecompanion

The Domina Liber Daemonica is a chained tome of banishment-lore carried by a Brotherhood Librarian — page upon page of the Ordo Malleus' accumulated knowledge of the Neverborn: their true names, their weaknesses, the rites that unmake them. A Librarian who has studied it strikes truer against the warp-born, re-rolling failed hits on a daemon, and once each round may draw on its deepest passages to press a Purge Soul harder against a resisting target. It is a scholar's relic rather than a warrior's, guarded and read as much as it is wielded, and its worth is measured in the daemons it helps erase rather than the blows the bearer lands. The heaviest of its pages are said to strain even a master psyker's will to hold open.

Narthecium Medical
Cost30
Apothecary recovery aura

The narthecium is an Apothecary's gauntlet of surgical tools and reductor, borne by a brother trained to keep the fallen fighting. It projects a recovery aura that helps nearby brothers shrug off wounds and return from the edge of an injury, a lifeline in a gang where every body is a veteran that cannot be replaced. For the irreplaceable few, the narthecium is the difference between a brother carried out of the fire and a brother lost for good — the support piece that lets the brotherhood survive its own small numbers a little longer.

Personal Teleporter Mobility
Cost40
Interceptor warp-jump move

The personal teleporter is the Interceptor's warp-jump pack, a short-range teleport device that lets a brother cross the battlefield in a single instantaneous leap, ignoring the ground and the enemy between where he stood and where he lands. It is what turns a line body into a fast strike, the piece of kit the Interceptor never fights without. In the brotherhood's hands it is precision reach: the tool that puts a Nemesis blade at the throat of the enemy caster, the objective across the board, or the flank that thought distance kept it safe.

Power Armour Armour
Costinherent
3+ save

Power armour is the light mark in the Grey Knights, the plate a brother wears when he trades the weight of Terminator armour for speed. It grants a 3+ save, the baseline every battle-brother in the gang carries, and here it is the exception rather than the rule — the inverse of every other Astartes chapter, where Terminator plate is the norm and Power the common issue. A brother in Power armour keeps his full pace and full agility, the choice for the faster roles of the roster: the Interceptor, the Purifier, the line body meant to move.

Psyk Out Grenades Grenades
Costinherent
anti-psyker

Psyk-out grenades are anti-psyker ordnance, charged with warded compounds that disrupt the immaterium where they burst. Hurled among enemy casters and warp-things, they foul the connection between a psyker and the powers it would draw, and burn the daemon that stands too close to the blast. They are a consumable, thrown and spent, but against the very foes the brotherhood exists to hunt they are precious — a way for even a line brother to blunt an enemy's sorcery or scald a daemon a moment before the blades close in.

Purity Censer Status
Cost35
anti-daemon auracompanion

The purity-censer is a swinging brazier of blessed incense borne by a Purifier — sacred smoke that sears the warp-flesh of any daemon that comes near. Enemy daemons fighting within a stride of the bearer strike at a penalty, their unnatural bodies recoiling from the consecrated fumes even as they close the distance. It is a passive relic, harming nothing mundane and asking nothing of its bearer but to hold the ground it stands on; against the Neverborn it turns the air itself into a ward, one more edge for the zealots the gang sends into the heart of a daemon hunt. A Purifier trails it like a censer-bearer at a rite, and where the smoke drifts the daemons flinch.

Purity Seals Status
Cost10
re-roll a Nerve/Cool test

Purity seals are strips of blessed parchment and wax pressed to a brother's armour, each one an oath witnessed and a benediction sworn. Their weight of faith steadies a fighter at the moment it matters: a brother bearing them may re-roll a failed Nerve or Cool test, holding firm where doubt would take hold. It is the cheapest and most common piece in the brotherhood's kit, a small measure of resolve for any fighter — and in a gang whose whole edge is unbroken will, resolve is never wasted.

Sanctic Familiar Companion
Cost25
psychic companion

The sanctic familiar is a small psychic companion — a servo-cherub or bound warp-construct that drifts at a brother's shoulder and lends its own faint will to his. Attending chiefly the gang's casters, it steadies the mind that channels the warp and shares the burden of holding a power together. It is a support piece for a Librarian or the Grand Master, one more small edge for the fighter whose value is measured in reliable casting rather than the blows it lands. Where the brotherhood's edge is will, the familiar sharpens it.

Sanctified Ammunition Ammunition
Cost20
anti-daemon bolts

Sanctified ammunition is a load of blessed, warded bolt rounds — shells consecrated against the warp-born so that a brother's storm bolter bites a daemon as surely as his Nemesis blade would. Against the Neverborn these rounds strike home where ordinary fire would scatter off unnatural resilience, extending the gang's anti-daemon reach from melee out to its guns. It is the ammunition of choice for the fighters sent against daemons and psykers — the Strike Brother, the Purifier, the Purgation Brother — turning even a line body's ranged fire into part of the purge.

Terminator Plate Armour
Cost135
2+ save+1 WoundMove -1Deep Strike5+ field save

Terminator plate is the Grey Knights norm, the heavy tactical dreadnought armour a brotherhood of veterans wears as a matter of course rather than a rare honour. It grants a 2+ save and an extra Wound, wraps the wearer in a 5+ field save against blows armour cannot stop, and carries the Deep Strike capability that lets a brother arrive from teleport assault. The trade is speed: a fighter in Terminator plate moves one inch slower. It is the armour of the anvil — a body meant to advance into fire, endure it, and still be standing to swing.