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

Vehicles 5 shown

Every vehicle this faction fields, on the Ash-Wastes track — facing Toughness, Hull Points, Handling and crew psychology, its locomotion, arc-bound hardpoints and flight profile. Hover a hardpoint weapon for its codex entry; select it to open that entry.

Rhino transport 110CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
8"76666+4+4+6+6+7+7+
LocomotionTracked
Hardpoints
  • Storm Bolter — Front arc (Crew)
Special Rules
  • 0-1 per gang
  • Transport (10 fighters)

The Rhino is the armoured workhorse the whole Adeptus Astartes shares, and the Grey Knights ride the same boxy Tracked transport into the daemon-hunt — a fast hull that carries a Strike or Terminator squad across open ground to the point where no teleport-relay will reach. Its plate turns small-arms aside but is thin by war-engine measure, trading protection for speed: it exists to deliver the irreplaceable few to the killing line, not to trade blows once there. A pintle storm bolter lets the crew rake infantry as they close, though the hull leans on Movement and its six Hull Points rather than firepower to survive. The Brotherhood fields but one, and risks it sparingly — every fighter aboard is a witch the Ordo Malleus cannot easily replace. It resolves its handling, its facing armour and its Loss of Control through the Ash-Wastes vehicle rules, the same rolling fortress every Chapter learns to ride.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Razorback transport 140CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
8"76666+4+4+6+6+7+7+
LocomotionTracked
Hardpoints
  • Heavy Bolter — Turret arc (Crew)
  • Storm Bolter — Front arc (Crew)
Special Rules
  • 0-1 per gang
  • Transport (6 fighters)

The Razorback is the Rhino turned gunboat — the same Tracked hull and facing armour, but with half its cargo bay surrendered to a 360-degree turret. It gives up carrying a full squad to gain a weapon that hammers, and the Brotherhood fields it when a strike needs a transport that both delivers a fireteam and holds a fire-lane once the ramp drops. The turret twin-links a heavy bolter as standard, though the Grey Knights favour the sanctified alternative: a twin psycannon, its blessed rounds tearing through daemon flesh and warp-ward alike while the hull carries its passengers forward. A pintle storm bolter adds close-in volume. Six Hull Points and armour proof against small-arms but thin against war-engines mean it lives on Movement and its turret's reach rather than on trading blows. One per gang, it resolves its handling, its facing Toughness and its Loss of Control through the Ash-Wastes vehicle rules.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Stormraven transport 340CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
14"76686+4+4+6+6+7+7+
LocomotionFlyer
Altitude accessHover — reaches Grounded/Low
Minimum moveHover — may hold station (no minimum move)
Turn capwide (Hover)
Firing (Low)Low altitude — normal accuracy, all hardpoint arcs fire
Firing (High)High/pass — strafe corridor: forward-fixed hardpoints along the line; Turret hardpoints also reach the sides
TransportTransport capacity: 6 (embark Grounded only)
Hardpoints
  • Assault Cannon — Turret arc (Crew)
  • Multi Melta — Front arc (Crew)
  • Missile Launcher — Hull arc (Crew)
  • Storm Bolter — Hull arc (Crew)
Special Rules
  • 0-1 per gang
  • Transport (6 fighters or 1 Brute/Dreadnought)

The Stormraven is the Brotherhood's sole flyer and its apex war-machine below the superheavy line — a Hovering assault-transport that lifts a Terminator squad, or slings a Nemesis Dreadknight or Venerable Dreadnought beneath its hull, into the heart of the purge. Its Hover keyword frees it from the interceptor's tyranny of motion: it may hold station and settle to Low or even Grounded altitude to disgorge its passengers where the daemon waits, then climb away. Everything about it is heavy. A turret twin-links an assault cannon, the nose mounts a twin multi-melta to gut armour on the approach, and hull hardpoints add stormstrike missiles and hurricane bolter fire — with a psycannon among the sanctioned fittings for warp-tainted prey. Eight Hull Points and thick facing armour carry it through fire that would down a lesser craft. A fortune-gatekeeper, fielded one at a time and rarely. It plugs into the Ash-Wastes vehicle rules for its Hull Points and facing Toughness, and into the Flight rules for its altitude, its Hover station and its ingress.

Uses the Macromunda Flight rules — see Flying Mechanics.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Dreadknight vehicle 380CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
6"76566+2+3+6+5+5+7+
LocomotionWalker
Hardpoints
  • Nemesis Greatsword — Front arc (Crew)
  • Dreadknight Heavy — Front arc (Crew)
Special Rules
  • 0-1 per gang
  • Piloted psyker war-suit — the Grey Knight pilot casts one Sanctic power each round (The Brotherhood signature) and stands within The Aegis ward; an inherent gift of the living pilot, NOT skill-discipline access (the vehicle holds Sanctic = -- and learns no skills).
  • Its war-suit Nemesis greatsword banishes a daemon it fells (force-banishment).

The Nemesis Dreadknight is a Grey Knight Terminator sealed into a war-suit the size of a small titan — a piloted walker that puts a battle-psyker's will behind an armoured frame. No longer a Brute on the 12-stat grid, as a piloted 40k war-machine it is re-homed onto the §5c Ash-Wastes vehicle track: a 2+ hull over six Hull Points behind a front-weighted frame (Toughness 7 to the front, 6 flank, 5 rear), striding forward at Movement 6" — faster than the Terminators it fights beside. A war-suit Nemesis greatsword shears through whatever closes on it and banishes a daemon it fells, while the integral Dreadknight heavy weapon rends at range; both are fixed Front hardpoints, so the war-suit must face its prey. Unlike the interred hero of a Venerable Dreadnought, the mind inside this frame is a living, active psyker: it still casts one Sanctic power each round through The Brotherhood and stands within The Aegis — an inherent gift of the pilot rather than a skill the machine learns, so it holds Sanctic = -- on the skill tables and takes no advances but the physical. It resolves its damage, its handling and every catastrophic Loss of Control through the Ash-Wastes vehicle rules. This is the war-engine to plant in the centre of the enemy's plan: too durable to ignore, too dangerous to leave in melee, a psyker walker that cannot be out-muscled or out-witched — priced provisionally from the profile, never ported from the Brute chassis it left behind.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).

Venerable Dreadnought vehicle 350CREDITS
MT-FT-ST-RHPHndSvBSLdClWilInt
5"87666+2+3+5+4+6+6+
LocomotionWalker
Hardpoints
  • Psycannon — Front arc (Crew)
  • Nemesis Daemon Hammer — Front arc (Crew)
Special Rules
  • 0-1 per gang

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. No longer a Brute on the 12-stat grid, as a 40k VEHICLE·WALKER it is re-homed onto the §5c Ash-Wastes vehicle track: a 2+ hull over six Hull Points behind a front-weighted frame (Toughness 8 to the front, 7 flank, 6 rear), the most physically durable body the gang can field, grinding forward at Movement 5". A psycannon rends armour and daemon flesh at range while the Nemesis daemon-hammer shatters whatever commits to it in melee — both fixed Front hardpoints, so the sacred engine must face its prey. The interred hero is no longer a caster, but he stands within The Aegis with his brothers and, as a war-engine, resolves his damage and handling — and every catastrophic Loss of Control — through the Ash-Wastes vehicle rules. It is the brotherhood's immovable anchor: field it to hold a strongpoint the gang cannot yield, priced provisionally from the profile rather than ported from the Brute chassis it left behind.

Macromunda vehicles use the Necromunda: Ash-Wastes vehicle rules (own Book of the Outlands).