Interceptor Squad

“!!!”

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.

Unit stats
typeinfantry
squad3
health1200
energy150
courage100
Model stats — Interceptor Marine
typeinfantry
armorheavy_infantry
sizesmall
xp235
global19
health400
melee skill70
speed5
rotation1000
sight40 (5)
charge speed+ 3
charge range12
charge duration4
charge cooldown12
leapyes
Model stats — Interceptor Justicar
typeinfantry
armorheavy_infantry
sizesmall
xp265
global19
health500
melee skill70
speed5
rotation1000
sight40 (5)
charge speed+ 3
charge range12
charge duration4
charge cooldown12
leapyes
Interceptor Marine
produce450
produce45
produce15
produce30
produce0
reinforce75
reinforce8
reinforce5
reinforce8
upkeep12.75
Interceptor Justicar
produce80
produce25
produce5
produce15
produce0
reinforce-
reinforce-
reinforce-
reinforce-
upkeep 10.8
Interceptor Marine
1234
health400440484532
health regen0.50.530.550.58
energy150165180200
energy regen1.51.551.61.66
melee skill70717273
melee damage11.11.211.33
range damage11.051.11.16
Interceptor Justicar
1234
health500550605666
health regen0.50.530.550.58
energy150165180200
energy regen1.51.551.61.66
melee skill70717273
melee damage11.11.211.33
range damage11.051.11.16

Default


gk_sword_marine_int

melee_pvp damage
37.5 damage per hit
28.85 damage per second

gk_storm_bolter_interceptor

piercing_pvp damage
15 damage per hit
9.09 damage per second

Psycannons


gk_psycannon_interceptor

psycannon_pvp damage
15.4 damage per hit
11.11 damage per second

sm_fist_devastator

melee_pvp damage
12 damage per hit
12 damage per second

Justicar


gk_sword_purifier

melee_power_weapons_pvp damage
50 damage per hit
38.46 damage per second

gk_storm_bolter_interceptor

piercing_pvp damage
15 damage per hit
9.09 damage per second

Melee Resistance Aura

This unit takes 40% less damage from melee weapons.

Phase Strike
90 20

Teleport to the chosen location after a 1.3 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. Using Phase Strike replaces this ability with Echo Strike until either Echo Strike is used or 20 seconds have passed, upon which the button will revert to Phase Strike. Maximum range 50, minimum range 10. Cooldown 20 seconds.

Echo Strike
65 20

Teleport to the chosen location after a 1.3 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. Echo Strike is only available for 20 seconds after Phase Strike has been used, after which time Echo Strike will be replaced with Phase Strike once more. Maximum range 50, minimum range 10. Cooldown 20 seconds.

Equip Psycannons

Equip the squad with powerful psycannons. Does not affect the Justicar. Weapons are disabled for 2 seconds while switching. Cooldown 15 seconds.

Equip Nemesis Weapons

Equip the squad with Nemesis Swords and Storm Bolters. Does not affect the Justicar. Weapons are disabled for 2 seconds while switching. Cooldown 15 seconds.

Psyk-out Grenade
20 40

Throw a special grenade loaded with negative psychic energy, which suppresses targets and burns away 40 energy from units caught in the range 10 blast radius. Range 24, 40 second cooldown. Requires the Justicar Upgrade.

Justicar  | T2
80 25 15

The Justicar is a potent fighter armed with Nemesis Force Sword (38.46 power melee DPS) and Storm Bolter (9.09 piercing DPS). Grants the ability to throw a Psyk-out Grenade.

Psycannons  | T3
100 30 15

Allows the squad to swap between Psycannons (11.11 Psycannon DPS) and their Nemesis swords (30.77 melee DPS) and Storm Bolters (9.09 piercing DPS).