“!!!”
Strike Squads often form the vanguard of a Grey Knights' strike force, used to take and secure key objectives. Once in place, a Strike Squad can lay down a punishing stream of Storm Bolter and Psycannon fire in support of the main assault.
type | infantry |
squad | 3 |
health | 1020 |
energy | 100 |
courage | 100 |
type | infantry |
armor | heavy_infantry |
size | small |
xp | 235 |
global | 19 |
health | 340 |
melee skill | 70 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | - |
charge range | 12 |
charge duration | - |
charge cooldown | 6 |
leap | no |
type | infantry |
armor | heavy_infantry |
size | small |
xp | 265 |
global | 19 |
health | 400 |
melee skill | 70 |
speed | 5 |
rotation | 1000 |
sight | 40 (5) |
charge speed | - |
charge range | 12 |
charge duration | - |
charge cooldown | 6 |
leap | no |
produce | 450 |
produce | 0 |
produce | 15 |
produce | 24 |
produce | 0 |
reinforce | 75 |
reinforce | 0 |
reinforce | 5 |
reinforce | 6 |
upkeep | 12.75 |
produce | 75 |
produce | 25 |
produce | 5 |
produce | 15 |
produce | 0 |
reinforce | - |
reinforce | - |
reinforce | - |
reinforce | - |
upkeep | 10.8 |
1 | 2 | 3 | 4 | |
health | 340 | 374 | 412 | 453 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
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 | 400 | 440 | 484 | 532 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 100 | 115 | 130 | 150 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 70 | 71 | 72 | 73 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.07 | 1.14 | 1.2 |
gk_halberd_marinemelee_pvp damage |
gk_storm_bolter_marinepiercing_pvp damage |
gk_sword_marine_ss_justicarmelee_power_weapons_pvp damage |
gk_storm_bolter_marine_justicarpiercing_pvp damage |
Melee Resistance AuraThis unit takes 40% less damage from melee weapons. |
Purification50Instantly restore 50 energy to an allied infantry unit. Range 25, cooldown 50 seconds. |
Energy Burst40Fires a burst of psychic power at an enemy infantry unit, burning 40 energy from the targeted unit and slowing all enemy infantry units in radius 5 by 50% for 4 seconds. Range 30, cooldown 50 seconds. Requires Tomes of Titan upgrade. |
Banishment40Fire 3 bolts of psychic lightning, each inflicting 10 banishment damage in radius 6. Damage is increased to 15 per bolt if a Justicar is present in the squad. Range 25, Cooldown 40 seconds. Requires Tomes of Titan upgrade. |
Tomes of Titan | T175 15 15Increases squad health and melee damage by 10% and their health regeneration outside of combat by 1.5 HP/s. Grants psychic abilities that control and smite foes. |
Justicar | T275 25 15The Justicar is a highly capable melee fighter. Passively increases the squad's HP by 15%, health regen by 0.5 HP/s, speed by 0.5 and strengthens the Banishment ability. Armed with Nemesis Force Sword (38.46 power melee DPS) and Storm Bolter (12.25 piercing DPS) |