VOXROSTER
CodexFactionsGrey KnightsInterceptor Squad

Interceptor Squad

M12"
T4
SV2+
W2
LD6+
OC1

Composition & Wargear

4-9× Interceptor
Up to 1 Heavy weapons take: incinerator (max 2) / psilencer (max 2) / psycannon (max 2)
Justicar

Ranged Weapons

WeaponRangeABSSAPD
Storm bolter 24"23+ 401
Incinerator 12"D6N/A 6-11
Psilencer 24"63+ 501
Psycannon 24"33+ 8-12

Melee Weapons

WeaponRangeAWSSAPD
Nemesis force weapon Melee33+ 6-22
Close combat weapon Melee33+ 401

Abilities

Personal Teleporters Datasheet

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, this unit is not eligible to declare a charge.

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Gate of Infinity Core

If your Army Faction is Grey Knights, at the end of your opponent’s Fight phase, you can select a number of units from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), providing every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

Incursion - Up to 2 units Strike Force - Up to 3 units Onslaught - Up to 4 units

Once you have made your selections, remove those units from the battlefield and place them into Strategic Reserves.