
Grey Knights detachment
Immaterial Interdiction
<i>Pushing their esoteric wargear to its limits, Interceptors are able to make secondary, shorter personal teleportation jumps, effectively skimming the very surface o…
Detachment ability
always on · no CP
Echojump
In your Shooting phase, when a friendly INTERCEPTOR SQUAD unit has shot, you can use this ability. If you do:
▫ That unit cannot use its Personal Teleporters ability.
▫ That unit can make a surge move of up to D6+1".’
Full wording ▾
<i>Pushing their esoteric wargear to its limits, Interceptors are able to make secondary, shorter personal teleportation jumps, effectively skimming the very surface of the Immaterium to respond all the more quickly to developing threats.</i>
Stratagems
3 · every one costs 1 CP
Movement
Responsive Displacement
Your opponent’s Movement phase, when an enemy unit that was <b>engaged</b> with a friendly <k>Interceptor Squad</k> unit ends a <b>fall‑back move</b>, if that <k>Interceptor Squad</k> unit is <b>unengaged</b>.Your unit can make a <b>normal move</b> of up to D3+3".
Infantry · Psyker · Fly · Grenades · Interceptor SquadFull rule ▾
Target: That <k>Interceptor Squad</k> unit.
Shooting
By Thought Alone
Your Shooting phase, when a friendly <k>Interceptor Squad</k> unit <b>starts an action</b>.That <b>action</b> does not prevent your unit from being <b>eligible to shoot</b>.
Infantry · Psyker · Fly · Grenades · Interceptor SquadFull rule ▾
Target: That <k>Interceptor Squad</k> unit.
Fight
Blades from the Beyond
Fight phase, when a friendly <k>Interceptor Squad</k> unit that made a <b>charge move</b> this turn is <b>selected to fight</b>.Your unit’s melee attacks have <k>[Lance]</k>.
Infantry · Psyker · Fly · Grenades · Interceptor SquadFull rule ▾
Target: That <k>Interceptor Squad</k> unit.
Enhancements
2
Meta
current edition
52.4%
▲6.0
Other Grey Knights detachments

