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Codex / Scenarios
Codex · Grey Knights

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.