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

Fighters 12 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Grand Master is the anchor of the brotherhood — a master psyker in Terminator-standard plate, the one fighter every other Grey Knight is built to fight around. A statline that reaches 2+ to hit in both melee and Willpower, four Wounds, and a 2+ save makes him a killing machine in his own right; the Nemesis halberd and storm bolter are almost secondary to what his presence does to the gang. He casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and banishes daemons with his blade. His true weight is Grand Master's Will: while Grey Knights stand near him they re-roll failed Wyrd and Nerve tests, turning the gang's psychic casting and its collective ward from strong to near-relentless. The whole House sharpens around him — and dulls the instant he falls, which is exactly how a canny enemy plays the matchup. Keep him central, keep the brotherhood tight in his shadow, and accept that he is the target every hunter on the board is coming for.

Priced at a firm credit cost.

Derived from 5 codex citations.

Grand Master Leader 340CREDITS
MWSBSSTWIALdClWilInt
4"2+3+4542+34+3+3+4+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a master psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward with the brotherhood)Force banishment (its Nemesis blade banishes a daemon it fells)Grand Master's Willsee Special Rules
PrimaryBrawnCombatLeadershipSavantShootingSanctic
SecondaryAgilityFerocitySmite
Starting GearTerminator Plate
Free SkillSmite
Equipment List
Basic
  • Storm Bolter65credits
Close-Combat
  • Nemesis Sword35credits
  • Nemesis Halberd40credits
  • Nemesis Daemon Hammer50credits
Armour
  • Iron Halo75credits
  • Terminator Plateincluded Terminator 2+ mark (the GK norm) — priced into the naked base; non-purchasable
Accessory
  • Auspex25credits
Status
  • Purity Seals10credits
  • Sanctic Familiar25credits
  • Brotherhood Banner35credits

The Grand Master is the anchor of the brotherhood — a master psyker in Terminator-standard plate, the one fighter every other Grey Knight is built to fight around. A statline that reaches 2+ to hit in both melee and Willpower, four Wounds, and a 2+ save makes him a killing machine in his own right; the Nemesis halberd and storm bolter are almost secondary to what his presence does to the gang. He casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and banishes daemons with his blade.

His true weight is Grand Master's Will: while Grey Knights stand near him they re-roll failed Wyrd and Nerve tests, turning the gang's psychic casting and its collective ward from strong to near-relentless. The whole House sharpens around him — and dulls the instant he falls, which is exactly how a canny enemy plays the matchup. Keep him central, keep the brotherhood tight in his shadow, and accept that he is the target every hunter on the board is coming for.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Brotherhood Librarian is the surest caster in the gang — a master psyker whose Willpower is a cut above every line brother's, which is what a 3+ Wil buys on a body that already casts under The Brotherhood. Where a Strike Brother hopes his Sanctic power lands, the Librarian expects it to. He carries a Nemesis warding stave and a storm bolter, and anchors The Aegis: cluster the brotherhood around him and the collective ward is at its stubborn best. On the table he is the gang's psychic engine rather than its duellist. Two Wounds and a 3+ save keep him alive, not untouchable, so he belongs a step behind the front — close enough to hold the ward together, far enough that the enemy must work to reach him. Point him at whichever power the moment needs: Sanctuary to consecrate a chokepoint, Smite to punish a cluster, a banishment through the stave when a daemon closes. He is the fighter that makes the whole Sanctic toolkit reliable.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Librarian Champion 280CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+3+4+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a master psyker)The Aegis (anchors the collective anti-Wyrd ward)Force banishment (its warding stave banishes a daemon it fells)see Special Rules
PrimaryCombatSavantSanctic
SecondaryAgilityBrawnLeadershipShootingSmite
Starting GearPower Armour
Free SkillSanctuary
Equipment List
Basic
  • Storm Bolter65credits
Close-Combat
  • Nemesis Stave35credits
  • Nemesis Sword35credits
Armour
  • Iron Halo75credits
  • Terminator Plate135credits
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Status
  • Purity Seals10credits
  • Sanctic Familiar25credits
  • Liber Daemonica30creditsBuilt from a Brotherhood Librarian's chained daemon-lore tome — the Domina Liber Daemonica of the Ordo Malleus (Codex: Grey Knights, Librarian relic); priced above the stock sanctic familiar.

The Brotherhood Librarian is the surest caster in the gang — a master psyker whose Willpower is a cut above every line brother's, which is what a 3+ Wil buys on a body that already casts under The Brotherhood. Where a Strike Brother hopes his Sanctic power lands, the Librarian expects it to. He carries a Nemesis warding stave and a storm bolter, and anchors The Aegis: cluster the brotherhood around him and the collective ward is at its stubborn best.

On the table he is the gang's psychic engine rather than its duellist. Two Wounds and a 3+ save keep him alive, not untouchable, so he belongs a step behind the front — close enough to hold the ward together, far enough that the enemy must work to reach him. Point him at whichever power the moment needs: Sanctuary to consecrate a chokepoint, Smite to punish a cluster, a banishment through the stave when a daemon closes. He is the fighter that makes the whole Sanctic toolkit reliable.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Brotherhood Champion is the gang's melee specialist — a duellist built to win the fight in the first exchange. A 2+ Weapon Skill, three Attacks, and a 2+ Initiative make him the fastest, most accurate blade in the brotherhood, and the paired Nemesis falchions add another Attack on top, turning an activation in close quarters into a flurry the enemy rarely survives. He casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and every one of those Force strikes banishes a daemon it fells. He is a forward body, meant to reach the enemy and end things. Free Hammerhand lets him channel raw warp-force into the falchions for a single devastating activation — call it as he closes, and a duel becomes a slaughter. He carries no storm bolter and only a 3+ save, so he is a scalpel, not a wall: get him into the right fight, let the falchions do their work, and pull the whole gang's plan around the hole he tears.

Priced at a firm credit cost.

Derived from 4 codex citations.

Champion Champion 187CREDITS
MWSBSSTWIALdClWilInt
5"2+3+4532+35+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)Force banishment (its Nemesis falchions banish a daemon they fell)see Special Rules
PrimaryAgilityCombatSanctic
SecondaryBrawnFerocityLeadershipShootingSmite
Starting GearPower Armour
Free SkillHammerhand
Equipment List
Basic
  • Storm Bolter65credits
Close-Combat
  • Nemesis Falchions35credits
  • Nemesis Sword35credits
Armour
  • Iron Halo75credits
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Status
  • Purity Seals10credits

The Brotherhood Champion is the gang's melee specialist — a duellist built to win the fight in the first exchange. A 2+ Weapon Skill, three Attacks, and a 2+ Initiative make him the fastest, most accurate blade in the brotherhood, and the paired Nemesis falchions add another Attack on top, turning an activation in close quarters into a flurry the enemy rarely survives. He casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and every one of those Force strikes banishes a daemon it fells.

He is a forward body, meant to reach the enemy and end things. Free Hammerhand lets him channel raw warp-force into the falchions for a single devastating activation — call it as he closes, and a duel becomes a slaughter. He carries no storm bolter and only a 3+ save, so he is a scalpel, not a wall: get him into the right fight, let the falchions do their work, and pull the whole gang's plan around the hole he tears.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Chaplain-Techmarine is the brotherhood's support Champion — the fighter that keeps the others casting, standing, and firing rather than the one who leads the charge. Three Wounds and a solid all-round statline let him hold the second rank, a Nemesis sword and storm bolter cover both ranges, and he casts one Sanctic power each round under The Brotherhood and adds to The Aegis like any brother. His value is in what he brings to the shelf and the line around him. As a Chaplain he can carry the Brotherhood Banner to stiffen the ward and steady nerve; as a Techmarine he can bear a narthecium to drag fallen brothers back from the edge — either way he is the body that makes the irreplaceable few a little harder to whittle down. Free Astral Aim lets his squad shoot through cover and line of sight for a round, a support power that punishes an enemy who thought terrain would save them. Keep him near the fighters that matter and let him hold the gang together.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 5 codex citations.

Chaplain Techmarine Champion 198CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4533+25+4+4+5+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)see Special Rules
PrimaryBrawnCombatLeadershipSavant
SecondaryFerocityShootingSancticSmite
Starting GearPower Armour
Free SkillAstral Aim
Equipment List
Basic
  • Storm Bolter65credits
Close-Combat
  • Nemesis Sword35credits
  • Warp Forged Crozius45creditsKitbashed from a Grey Knight Chaplain's Nemesis crozius arcanum onto a force-weapon haft (Codex: Grey Knights, Chaplain wargear); priced above the cheapest stock Nemesis melee.
Armour
  • Iron Halo75credits
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Personal
  • Narthecium30credits
Accessory
  • Auspex25credits
Status
  • Purity Seals10credits
  • Brotherhood Banner35credits

The Chaplain-Techmarine is the brotherhood's support Champion — the fighter that keeps the others casting, standing, and firing rather than the one who leads the charge. Three Wounds and a solid all-round statline let him hold the second rank, a Nemesis sword and storm bolter cover both ranges, and he casts one Sanctic power each round under The Brotherhood and adds to The Aegis like any brother.

His value is in what he brings to the shelf and the line around him. As a Chaplain he can carry the Brotherhood Banner to stiffen the ward and steady nerve; as a Techmarine he can bear a narthecium to drag fallen brothers back from the edge — either way he is the body that makes the irreplaceable few a little harder to whittle down. Free Astral Aim lets his squad shoot through cover and line of sight for a round, a support power that punishes an enemy who thought terrain would save them. Keep him near the fighters that matter and let him hold the gang together.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Strike Brother is the line of the brotherhood — and the line of the brotherhood is a veteran psyker in power armour, a distinction that reshapes what a rank-and-file trooper can do. Every Strike Brother goes to war with a Nemesis halberd and a storm bolter, casts one Sanctic power each round under The Brotherhood, and adds his will to the collective ward of The Aegis. There are no lesser bodies to soak the opening volley; the Strike Squad *is* the mass of the gang, and each of its members is a tested veteran who cannot be quickly replaced. On the table the Strike Brother trades numbers for quality at every exchange. The halberd's Reach and banishing edge make him a real threat to daemons in melee, the storm bolter gives him a dependable volley at range, and his Sanctic casting means even a common trooper can unmake a target the enemy believed safe. He wins fights he ought to be outnumbered in by being better at each individual step — and the gang can afford to lose few of him, because a fallen Strike Brother is a caster and a veteran gone.

Priced at a firm credit cost.

Derived from 4 codex citations.

Strike Ganger 175CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4523+26+5+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward with nearby Knights)Force banishment (its Nemesis halberd banishes a daemon it fells)see Special Rules
PrimaryCombatSavantShootingSanctic
SecondaryAgilityBrawnFerocityLeadershipSmite
Starting GearPower Armour
Equipment List
Basic
  • Storm Bolter65credits
Close-Combat
  • Nemesis Falchions35credits
  • Nemesis Sword35credits
  • Nemesis Halberd40credits
Grenade
  • Grenadesfrag / krak consumables, section-6 grenade band
  • Psyk Out Grenadesanti-psyker consumable, section-6 grenade band
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Accessory
  • Sanctified Ammunition20credits

The Strike Brother is the line of the brotherhood — and the line of the brotherhood is a veteran psyker in power armour, a distinction that reshapes what a rank-and-file trooper can do. Every Strike Brother goes to war with a Nemesis halberd and a storm bolter, casts one Sanctic power each round under The Brotherhood, and adds his will to the collective ward of The Aegis. There are no lesser bodies to soak the opening volley; the Strike Squad is the mass of the gang, and each of its members is a tested veteran who cannot be quickly replaced.

On the table the Strike Brother trades numbers for quality at every exchange. The halberd's Reach and banishing edge make him a real threat to daemons in melee, the storm bolter gives him a dependable volley at range, and his Sanctic casting means even a common trooper can unmake a target the enemy believed safe. He wins fights he ought to be outnumbered in by being better at each individual step — and the gang can afford to lose few of him, because a fallen Strike Brother is a caster and a veteran gone.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Brotherhood Terminator is the Grey Knights norm made heavy — where other chapters treat Terminator plate as a rare honour, here it is simply how a battle-brother goes to war. The 2+ save and the extra Wound the plate carries make him the gang's durable core, slower afoot at 4" but very hard to put down. He wields a Nemesis daemon-hammer and storm bolter, casts one Sanctic power each round under The Brotherhood, and stands in The Aegis with the rest. His daemon-hammer is the point of him: a Force weapon with Knockback and a savage Strength and Damage profile that both banishes daemons and cracks the toughest bodies on the board. He advances rather than races, absorbing fire the brotherhood cannot afford to take on lighter frames, and arrives to break whatever is in front of him. Field him as the anvil — a wall of silver ceramite that holds the line while the faster brothers do the cutting, and that can swing a hammer heavy enough to end a Brute.

Priced at a firm credit cost.

Derived from 4 codex citations.

Terminator Ganger 270CREDITS
MWSBSSTWIALdClWilInt
4"3+3+4533+26+5+4+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)Force banishment (its Nemesis daemon-hammer banishes a daemon it fells)see Special Rules
PrimaryBrawnCombatShooting
SecondaryFerocityLeadershipSavantSancticSmite
Starting GearTerminator Plate
Equipment List
Basic
  • Storm Bolter65credits
Special
  • Psycannon95credits
Close-Combat
  • Nemesis Halberd40credits
  • Nemesis Daemon Hammer50credits
Armour
  • Terminator Plateincluded Terminator 2+ mark (the GK norm) — priced into the naked base; non-purchasable
Status
  • Purity Seals10credits

The Brotherhood Terminator is the Grey Knights norm made heavy — where other chapters treat Terminator plate as a rare honour, here it is simply how a battle-brother goes to war. The 2+ save and the extra Wound the plate carries make him the gang's durable core, slower afoot at 4" but very hard to put down. He wields a Nemesis daemon-hammer and storm bolter, casts one Sanctic power each round under The Brotherhood, and stands in The Aegis with the rest.

His daemon-hammer is the point of him: a Force weapon with Knockback and a savage Strength and Damage profile that both banishes daemons and cracks the toughest bodies on the board. He advances rather than races, absorbing fire the brotherhood cannot afford to take on lighter frames, and arrives to break whatever is in front of him. Field him as the anvil — a wall of silver ceramite that holds the line while the faster brothers do the cutting, and that can swing a hammer heavy enough to end a Brute.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Paladin is a veteran Terminator raised a rank higher — the elite of the brotherhood's line, three Wounds and three Attacks behind a 2+ save. He is what a Grey Knight becomes after decades of surviving the warp: harder to kill and harder to stand against than any Strike Brother or common Terminator. He carries a Nemesis greatsword and storm bolter, casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and banishes daemons his blade fells. The greatsword is a two-handed reckoning — a Force weapon at high Strength and three Damage that few bodies on the board absorb twice. Paladins are the widest-armed fighters in the gang, able to take the greatsword, the daemon-hammer, the halberd, even a psycannon, and they are meant to be the centre of an elite grind: a small wall of veterans that out-fights whatever the enemy commits. They cost the brotherhood dearly and cannot be casually spent, so field them where the hardest fighting is and let each one earn its place many times over.

Priced at a firm credit cost.

Derived from 4 codex citations.

Paladin Ganger 320CREDITS
MWSBSSTWIALdClWilInt
4"3+3+4533+35+4+4+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)Force banishment (its Nemesis greatsword banishes a daemon it fells)see Special Rules
PrimaryBrawnCombatShootingSanctic
SecondaryAgilityFerocityLeadershipSavantSmite
Starting GearTerminator Plate
Equipment List
Basic
  • Storm Bolter65credits
Special
  • Psycannon95credits
Close-Combat
  • Nemesis Halberd40credits
  • Nemesis Daemon Hammer50credits
  • Nemesis Greatsword55credits
Armour
  • Iron Halo75credits
  • Terminator Plateincluded Terminator 2+ mark (the GK norm) — priced into the naked base; non-purchasable
Status
  • Purity Seals10credits

The Paladin is a veteran Terminator raised a rank higher — the elite of the brotherhood's line, three Wounds and three Attacks behind a 2+ save. He is what a Grey Knight becomes after decades of surviving the warp: harder to kill and harder to stand against than any Strike Brother or common Terminator. He carries a Nemesis greatsword and storm bolter, casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and banishes daemons his blade fells.

The greatsword is a two-handed reckoning — a Force weapon at high Strength and three Damage that few bodies on the board absorb twice. Paladins are the widest-armed fighters in the gang, able to take the greatsword, the daemon-hammer, the halberd, even a psycannon, and they are meant to be the centre of an elite grind: a small wall of veterans that out-fights whatever the enemy commits. They cost the brotherhood dearly and cannot be casually spent, so field them where the hardest fighting is and let each one earn its place many times over.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Purifier is the brotherhood's anti-daemon zealot — a brother so pure of soul the warp-born cannot touch him without burning, and the sharpest edge the gang brings to a daemon hunt. He casts one Sanctic power each round under The Brotherhood and stands in The Aegis, but his defining trait is Daemon-bane: against DAEMON fighters he re-rolls failed Hit and Wound rolls, turning an ordinary attack into a near-certain kill. Paired with the banishing edge of his Nemesis blade, a Purifier does not merely fell a daemon — he erases it, cleanly and without a second opinion. He carries a Nemesis sword and an incinerator, the template flame that washes anti-daemon fire across a clustered enemy. On a 3+ save with two Wounds he is not built to trade blows for long, so he is sent where the warp-born are: first into the daemon, where his re-rolls and banishment do lethal work while the ordinary brothers hold the creature's attention. Against anything mundane he is a capable line brother; against the Neverborn he is the reason the gang came.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 4 codex citations.

Purifier Ganger 161CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4523+26+4+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)Force banishment (its Nemesis blade banishes a daemon it fells)Daemon-bane (re-rolls Hit and Wound against DAEMON fighters)see Special Rules
PrimaryCombatFerocitySanctic
SecondaryAgilityBrawnSavantShootingSmite
Starting GearPower Armour
Equipment List
Special
  • Incinerator35credits
Close-Combat
  • Nemesis Sword35credits
  • Nemesis Halberd40credits
Grenade
  • Psyk Out Grenadesanti-psyker consumable, section-6 grenade band
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Accessory
  • Sanctified Ammunition20credits
Status
  • Purity Censer35creditsKitbashed from a Purifier's brazier-censer and purity chains — the sacred anti-daemon incense the Purifiers bear (Codex: Grey Knights, Purifier iconography); priced above the stock sanctic familiar.

The Purifier is the brotherhood's anti-daemon zealot — a brother so pure of soul the warp-born cannot touch him without burning, and the sharpest edge the gang brings to a daemon hunt. He casts one Sanctic power each round under The Brotherhood and stands in The Aegis, but his defining trait is Daemon-bane: against DAEMON fighters he re-rolls failed Hit and Wound rolls, turning an ordinary attack into a near-certain kill. Paired with the banishing edge of his Nemesis blade, a Purifier does not merely fell a daemon — he erases it, cleanly and without a second opinion.

He carries a Nemesis sword and an incinerator, the template flame that washes anti-daemon fire across a clustered enemy. On a 3+ save with two Wounds he is not built to trade blows for long, so he is sent where the warp-born are: first into the daemon, where his re-rolls and banishment do lethal work while the ordinary brothers hold the creature's attention. Against anything mundane he is a capable line brother; against the Neverborn he is the reason the gang came.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Interceptor is the brotherhood's fast strike — a Strike Brother wearing a personal teleporter, trading nothing in stats but gaining the ability to cross the board in a single warp-jump. What makes an Interceptor an Interceptor is that teleporter, always part of the loadout: it lets him ignore the ground between himself and the fight and arrive exactly where the enemy least wants a Nemesis halberd. He casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and banishes daemons his halberd fells. He is the tool for reaching the target that thought distance kept it safe — the enemy caster hanging back, the objective across the board, the flank nobody guarded. Warp-jump in, banish or break the priority threat, and let the rest of the gang collapse onto the hole he opened. On a 3+ save with two Wounds he is a precision insertion, not a brawler who can stand indefinitely once he lands, so time the jump to the moment it decides something. Used well, he turns the brotherhood's small numbers into a scalpel that can reach anywhere.

Priced at a firm credit cost.

Derived from 4 codex citations.

Interceptor Ganger 185CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4523+26+5+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)Force banishment (its Nemesis halberd banishes a daemon it fells)see Special Rules
PrimaryAgilityCombatSanctic
SecondaryBrawnFerocitySavantShootingSmite
Starting GearPower Armour
Equipment List
Basic
  • Storm Bolter65credits
Close-Combat
  • Nemesis Sword35credits
  • Nemesis Halberd40credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Personal
  • Personal Teleporter40credits

The Interceptor is the brotherhood's fast strike — a Strike Brother wearing a personal teleporter, trading nothing in stats but gaining the ability to cross the board in a single warp-jump. What makes an Interceptor an Interceptor is that teleporter, always part of the loadout: it lets him ignore the ground between himself and the fight and arrive exactly where the enemy least wants a Nemesis halberd. He casts one Sanctic power each round under The Brotherhood, feeds The Aegis, and banishes daemons his halberd fells.

He is the tool for reaching the target that thought distance kept it safe — the enemy caster hanging back, the objective across the board, the flank nobody guarded. Warp-jump in, banish or break the priority threat, and let the rest of the gang collapse onto the hole he opened. On a 3+ save with two Wounds he is a precision insertion, not a brawler who can stand indefinitely once he lands, so time the jump to the moment it decides something. Used well, he turns the brotherhood's small numbers into a scalpel that can reach anywhere.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Purgation Brother is the gang's fire support — the fighter built around a heavy psychic gun rather than a Nemesis blade. He fields a psilencer or psycannon, and that weapon is what the chassis exists to carry: sustained multi-shot fire to scythe through a horde, or Rending anti-armour rounds to crack a hard target at range. His melee is a fallback, his single Attack and lone Wound marking him a fighter who holds the back rank and lets the gun do the work. He still casts one Sanctic power each round under The Brotherhood and stands in The Aegis like any brother. Field him overwatching the killing ground the rest of the gang shapes. Sanctified ammunition leans his fire anti-daemon; Astral Aim from a nearby brother lets him shoot through cover the enemy trusted. He is fragile if the fight reaches him, so protect the firing position and keep him casting and shooting — a single Purgation Brother turns a corridor into a lane no lightly-armoured enemy wants to cross.

Priced at a firm credit cost.

Derived from 4 codex citations.

Purgation Ganger 118CREDITS
MWSBSSTWIALdClWilInt
5"3+3+4524+16+5+4+6+
Save 3+
Special RulesAnd They Shall Know No Fear (inherent - auto-steadies Nerve, cannot be Pinned)Psyker (Psyker keyword - manifests Sanctic Wyrd Powers)The Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a psyker - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)see Special Rules
PrimaryBrawnSavantShooting
SecondaryCombatSancticSmite
Starting GearPower Armour
Equipment List
Basic
  • Storm Bolter65credits
Special
  • Psilencer70credits
  • Psycannon95credits
Close-Combat
  • Nemesis Sword35credits
Armour
  • Power Armourincluded Power 3+ mark — priced into the naked base; non-purchasable
Accessory
  • Sanctified Ammunition20credits

The Purgation Brother is the gang's fire support — the fighter built around a heavy psychic gun rather than a Nemesis blade. He fields a psilencer or psycannon, and that weapon is what the chassis exists to carry: sustained multi-shot fire to scythe through a horde, or Rending anti-armour rounds to crack a hard target at range. His melee is a fallback, his single Attack and lone Wound marking him a fighter who holds the back rank and lets the gun do the work. He still casts one Sanctic power each round under The Brotherhood and stands in The Aegis like any brother.

Field him overwatching the killing ground the rest of the gang shapes. Sanctified ammunition leans his fire anti-daemon; Astral Aim from a nearby brother lets him shoot through cover the enemy trusted. He is fragile if the fight reaches him, so protect the firing position and keep him casting and shooting — a single Purgation Brother turns a corridor into a lane no lightly-armoured enemy wants to cross.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Nemesis Dreadknight is a Terminator wrapped in a war-suit — a piloted walker that puts a Grey Knight's psychic will behind the frame of a small titan. Strength and Toughness of 6, four Wounds and a 2+ hull make it the brotherhood's centrepiece Brute, and unlike a mere machine it still casts one Sanctic power each round under The Brotherhood and stands in The Aegis, because the mind inside it is a psyker to the last. It strides at 6", faster than the Terminators it fights beside. It carries a Nemesis greatsword scaled to the war-suit and an integral heavy weapon, and every sweep of that blade banishes a daemon it fells. This is the fighter to plant in the centre of the enemy's plan: too durable to ignore, too dangerous to leave in melee, a psyker that cannot be out-muscled or out-witched. Build a gang around it as the anchor the smaller brothers fight in support of, and let it draw the enemy's heaviest answers while the scalpel-work happens elsewhere.

Priced at a firm credit cost.

Derived from 1 codex citation.

Dreadknight Brute 380CREDITS
MWSBSSTWIALdClWilInt
6"3+3+6643+36+5+5+7+
Save 2+
Special RulesThe Brotherhood (Psyker) — every Grey Knight is a psyker and may cast one Sanctic power per round (a piloted psyker war-suit - casts one Sanctic power each round)The Aegis (raises the collective anti-Wyrd ward)Force banishment (its Nemesis greatsword banishes a daemon it fells)see Special Rules
PrimaryBrawn
SecondaryCombatShooting

The Nemesis Dreadknight is a Terminator wrapped in a war-suit — a piloted walker that puts a Grey Knight's psychic will behind the frame of a small titan. Strength and Toughness of 6, four Wounds and a 2+ hull make it the brotherhood's centrepiece Brute, and unlike a mere machine it still casts one Sanctic power each round under The Brotherhood and stands in The Aegis, because the mind inside it is a psyker to the last. It strides at 6", faster than the Terminators it fights beside.

It carries a Nemesis greatsword scaled to the war-suit and an integral heavy weapon, and every sweep of that blade banishes a daemon it fells. This is the fighter to plant in the centre of the enemy's plan: too durable to ignore, too dangerous to leave in melee, a psyker that cannot be out-muscled or out-witched. Build a gang around it as the anchor the smaller brothers fight in support of, and let it draw the enemy's heaviest answers while the scalpel-work happens elsewhere.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

The Venerable Dreadnought is a fallen hero of the brotherhood interred within an armoured walker — a battle-brother too honoured to lose to death, fighting on from inside a sarcophagus of ceramite and ancient machinery. Toughness 7, four Wounds and a 2+ hull make it the most physically durable body the gang can field, and though the interred hero is no longer a caster, he stands within The Aegis with his brothers and, as ever, cannot be Pinned or made to panic. It is the brotherhood's immovable anchor. Where the Nemesis Dreadknight strides and strikes, the Venerable Dreadnought endures — a wall of veteran resolve that soaks the enemy's heaviest fire and grinds down whatever commits to it in melee. Field it to hold a strongpoint or objective the gang cannot afford to yield, and let the living brothers manoeuvre in the space its bulk protects. The Imperium interred this hero so his experience would never be wasted; on the table that experience reads as a body the enemy simply cannot shift.

Priced at a firm credit cost.

Derived from 1 codex citation.

Venerable Dreadnought Brute 430CREDITS
MWSBSSTWIALdClWilInt
5"3+3+6744+35+4+6+6+
Save 2+
Special RulesAnd They Shall Know No Fear (inherent)The Aegis (stands within the brotherhood's anti-Wyrd ward)see Special Rules
PrimaryBrawn
SecondaryCombatShooting

The Venerable Dreadnought is a fallen hero of the brotherhood interred within an armoured walker — a battle-brother too honoured to lose to death, fighting on from inside a sarcophagus of ceramite and ancient machinery. Toughness 7, four Wounds and a 2+ hull make it the most physically durable body the gang can field, and though the interred hero is no longer a caster, he stands within The Aegis with his brothers and, as ever, cannot be Pinned or made to panic.

It is the brotherhood's immovable anchor. Where the Nemesis Dreadknight strides and strikes, the Venerable Dreadnought endures — a wall of veteran resolve that soaks the enemy's heaviest fire and grinds down whatever commits to it in melee. Field it to hold a strongpoint or objective the gang cannot afford to yield, and let the living brothers manoeuvre in the space its bulk protects. The Imperium interred this hero so his experience would never be wasted; on the table that experience reads as a body the enemy simply cannot shift.