“!!!”
The Interceptor Squad is a Grey Knights jump unit carrying special personal teleporters. The Chapter’s access to special technology and the Grey Knights’ exceptional resistance to the Warp allows them to deploy a teleporting unit protected only by power armor, where even Astartes normally require a Terminator suit.
type | infantry |
squad | 3 |
health | 1200 |
energy | 150 |
courage | 100 |
type | infantry |
armor | heavy_infantry |
size | small |
xp | 235 |
global | 19 |
health | 400 |
melee skill | 70 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | +3 |
charge range | 12 |
charge duration | 4 |
charge cooldown | 12 |
leap | yes |
type | infantry |
armor | heavy_infantry |
size | small |
xp | 265 |
global | 19 |
health | 500 |
melee skill | 70 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | +3 |
charge range | 12 |
charge duration | 4 |
charge cooldown | 12 |
leap | yes |
produce | 450 |
produce | 45 |
produce | 15 |
produce | 32 |
produce | 0 |
reinforce | 75 |
reinforce | 8 |
reinforce | 5 |
reinforce | 8 |
upkeep | 12.75 |
produce | 80 |
produce | 25 |
produce | 5 |
produce | 15 |
produce | 0 |
reinforce | - |
reinforce | - |
reinforce | - |
reinforce | - |
upkeep | 10.8 |
1 | 2 | 3 | 4 | |
health | 400 | 440 | 484 | 532 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 150 | 165 | 180 | 200 |
energy regen | 1.5 | 1.55 | 1.6 | 1.66 |
melee skill | 70 | 71 | 72 | 73 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
1 | 2 | 3 | 4 | |
health | 500 | 550 | 605 | 666 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 150 | 165 | 180 | 200 |
energy regen | 1.5 | 1.55 | 1.6 | 1.66 |
melee skill | 70 | 71 | 72 | 73 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
gk_psycannon_interceptorpsycannon_pvp damage |
sm_fist_devastatormelee_pvp damage |
gk_sword_marinemelee_pvp damage |
gk_storm_bolter_interceptorpiercing_pvp damage |
gk_sword_purifiermelee_power_weapons_pvp damage |
gk_storm_bolter_interceptorpiercing_pvp damage |
Melee Resistance AuraThis unit takes 40% less damage from melee weapons. |
Teleport90Teleport to the chosen location after a 1 second delay. Interceptors cannot be knocked back for 5 seconds after beginning the jump. While teleporting, the squad receives 90% ranged less damage and breaks suppression. Maximum range 50, minimum range 10. Cooldown 5 seconds. Improved with the Justicar. |
Furious Intervention90Teleport to the chosen location after a 1.5 second delay, arriving with a violent blast that knocks back enemies in a radius 5 around the Interceptors and creates craters on the ground. Interceptors cannot be knocked back for 3 seconds after beginning the jump, and have their speed reduced by 50% for 2 seconds after completion. While teleporting, the squad receives 80% less ranged damage and breaks suppression. For 3 seconds after the jump, the Interceptors ranged damage is decreased by 50%. Maximum range 50, minimum range 10. Cooldown 7 seconds. Requires Justicar. |
Equip PsycannonsEquip the squad with powerful psycannons. Does not affect the Justicar. |
Equip Nemesis WeaponsEquip the squad with Nemesis Swords and Storm Bolters. Does not affect the Justicar. |
Psyk-out Grenade20Throw a special grenade loaded with negative psychic energy, burning away 80 energy from units caught in the range 10 blast radius. Range 24, 40 second cooldown. Requires the Justicar Upgrade. |
Justicar | T280 25 15The Justicar is a potent fighter who supports the squad with his personal prowess, granting the ability to throw a psyk-out grenade, and by improving their Teleport ability. |
Psycannons | T3100 30 15Allows the squad to swap between psycannons (11.11 psycannon_pvp DPS) and their Nemesis swords (30.77 melee DPS) and storm bolters (9.09 piercing DPS). |