Grey Knights Immaterial Interdiction Detachment Guide
A 1 DP mobility detachment that finally gives Interceptors a real job.
SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β always confirm against the current official rules and your latest dataslate before a game.
Interceptors are the fast, jump-teleport variant of Grey Knights infantry, but they've long lived in the shadow of Terminators and Paladins. Immaterial Interdiction, the third new 11th-edition Faction Pack detachment, is built to give them a genuine reason to be on the table. For a single Detachment Point it turns Interceptors into a hyper-mobile shoot-and-charge threat, weaponising their signature teleport movement in a way base rules never quite delivered. It's a narrow, unit-specific detachment you bolt onto a bigger list rather than an army-wide engine. As with the other new detachments, the notes below are strategic framing β verify the actual rules, stratagems and values in your Faction Pack, since the specifics are new and liable to change.
The detachment rule
Immaterial Interdiction is about mobility that converts into damage. Broadly, it upgrades the Interceptors' teleport-style move so that it can flow into a charge, enabling a shoot-then-jump-then-charge sequence in a single activation. That's a big deal for a unit whose whole identity is speed but which previously struggled to translate that movement into a reliable threat. It also plays gorgeously with Gate of Infinity: reposition at the army level, then micro-reposition with the detachment. Because it's a fresh detachment, treat the exact distances and permissions as provisional and read the current wording from the Faction Pack before you build combos around it.
Stratagems and when to use them
The stratagems support the mobile strike pattern β expect tools that sharpen an Interceptor charge or add punch to the melee that follows their jump. The play is to use their speed to reach a target the opponent thought was safe, then spend Command Points to make sure the ambush lands. Because Interceptors are fragile, don't overcommit them into a fight they can't finish; use the stratagems to guarantee a favourable exchange, then use their mobility to be gone before retaliation. Confirm the current stratagem names and CP costs in the live rules β new-detachment stratagems shift with early updates.
Enhancements
The enhancements aim to make your key Interceptor squad more survivable or more dangerous after it jumps into position β for example something that helps it weather return fire in an exposed spot, or that improves its melee once it charges. Attach it to the character leading your main Interceptor unit so the mobility and the buff travel together. With a single 1 DP toolkit you're picking one focused upgrade, so match it to your plan: are these Interceptors a harassment unit or a real killing blow? Confirm the available enhancements and points in the current Faction Pack.
Key units
Interceptor Squads are the whole reason to take this detachment, so build around one or two of them, ideally with a leader to unlock the buffs. Support them with a scoring and screening core of Strike Squads, plus Terminators or a Dreadknight for staying power and a second threat vector. The style here is fast, surgical, and slippery β you're using unmatched mobility to dictate where fights happen. Keep your Interceptors in motion; a stationary Interceptor squad is just an expensive, fragile infantry unit that isn't using its best trait.
When to take it
Take Immaterial Interdiction when you want a fast, aggressive, movement-driven Grey Knights list, or when you already own Interceptors and want a cheap 1 DP way to make them earn their place. It fits neatly beside a 2 DP codex detachment in Strike Force games. Skip it if you don't run Interceptors or prefer a durable, whole-army buff. For the full army context and how the detachments compare, see the Grey Knights army guide.
Common questions
What makes Immaterial Interdiction good for Interceptors?
It upgrades their teleport-style movement so it can lead into a charge, letting them shoot, jump and charge in one activation. That turns their signature mobility into a real threat. Confirm the exact rule in the current Faction Pack.
Are Interceptors fragile in this detachment?
Yes β like all Grey Knights they're elite but few, so use their mobility to pick winnable fights and reposition out of danger rather than trading head-on. Enhancements can help them survive an exposed jump.
Can I combine it with another detachment?
At 2,000 points (3 DP) you can pair this 1 DP detachment with a 2 DP codex detachment for a more rounded list. Check the current DP-by-points table before finalising.
- Warhammer Community β Faction Focus: Grey Knights
- Tabletop Battles β 11th Edition Faction Pack Review: Grey Knights
- Spikey Bits β 11th Edition Grey Knights Detachments (Paladins, Purgation, Interceptors)
- Wahapedia β Grey Knights (10th Edition Codex reference)
- Sprues & Brews β Grey Knights 10th Edition Codex Review
Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β original commentary, not Games Workshop rules text.