Grey Knights
Immaterial Interdiction
Detachment Rules
Echojump
Enhancements
Predestined Coordinates (Upgrade)
10 ptsThis rune‑sealed data-scroll is opened at the ordained moment, providing vital strategic insights and empyric jump coordinates foreseen by the Prognosticars themselves.
Interceptor Squad unit only. In your first Movement phase, this unit can make an ingress move.
Astral Overlap (Upgrade)
10 ptsEsoteric adjustments to the calibration of these Interceptors’ teleportation arrays allow them to achieve a temporary state of semi‑incorporeality, in which enemy projectiles may simply pass through them as though they were ghosts.
Interceptor Squad unit only. This unit has Stealth.
Stratagems
Your Turn
By Thought Alone
1 CPEmploying telekinetic sorceries even in the midst of a furious battle, Interceptors are able to complete vital mission objectives while interdicting the foe’s forces.
Your Shooting phase, when a friendly Interceptor Squad unit starts an action.
That Interceptor Squad unit.
That action does not prevent your unit from being eligible to shoot.
Opponent's Turn
Responsive Displacement
1 CPMasters of reading the ebb and flow of battle, Interceptors stay ever on the move and exploit any gap in the enemy lines with lightning swiftness.
Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly Interceptor Squad unit ends a fall‑back move, if that Interceptor Squad unit is unengaged.
That Interceptor Squad unit.
Your unit can make a normal move of up to D3+3".
eitherPlayer
Blades from the Beyond
1 CPWith exceptional skill, these Interceptors teleport perilously close to their foes, bursting from the Immaterium into their very midst with lethal force.
Fight phase, when a friendly Interceptor Squad unit that made a charge move this turn is selected to fight.
That Interceptor Squad unit.
Your unit’s melee attacks have [Lance].