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11th Edition Grey Knights Detachments: Paladins, Purgation & Interceptors Get New Rules

11th Edition grey knights detachments rules

Three new Grey Knights detachments just dropped in the latest 11th Edition faction focus, and each one builds a whole army around a single hero unit.

Best of all, these three new detachments all have a very different feel and identity to them. Argent Assault leans on Paladins, Fires of Purgation puts Purgation Squads center stage, and Immaterial Interdiction finally gives Interceptors a real reason to do work.

This is the same one-detachment-point bolt-on pattern GW’s been running across the 11th edition rules rollout, slotted right into the chunkier codex detachments like Warpbane Task Force and Hallowed Conclave. So, if you’ve been following the rest of 40k coverage for 11th edition, this one fits the same pattern. Pick a unit type, and a detachment that loves that unit, and suddenly you’re building a list around models that have spent a couple of editions hanging out in the case.

The really interesting part is how easily each detachment fits into its theme. None of these are general-purpose buff packages. They are unit-specific build-arounds with stratagems that only work if you actually own the right plastic, so that alone can really lock in, or change what you build.

  • terdiction lets Interceptors finally shoot, jump, and charge in one turn: Echojump trades the safe 6″ teleport for a smaller surge that keeps charges live, with Stealth on the unit and Lance for 1 CP on the charge.

Argent Assault Turns Grey Knights Paladins Into Wound-Roll Bullies

ARTICLE SUMMARY:
  • Argent Assault makes Paladins wound giant Daemons on 4+: Dauntless Champions hands +1 to wound when punching up, with Hazardous melee retaliation and +1 to charge on Terminator leaders bolted on top.
  • Fires of Purgation turns Purgation Squads into a real shooting threat: -1 battle-shock on pinned units, Strength 10 psycannons, and a 1 CP Devastating Wounds + Sustained Hits 1 stratagem on a target of choice.
  • Immaterial In

Argent AssaultArgent Assault is the Paladin detachment, and it’s the one that probably gets bought first. The rules fundamentally change how Paladins fight giant Daemons, the enhancement papers over the unit’s biggest weakness, and the stratagem turns the squad into a melee trap for your opponents.

Argent Assault Enhancemnet

  • Dauntless Champions detachment rule: when a friendly Paladin Squad fights, and the Strength of the attack is lower than the target’s Toughness, those attacks get +1 to wound. Paladins swing at Strength 6 on their nemesis force weapons, and the entire reason they exist is to fight giant Daemons and Greater Daemon-tier targets that sit at Toughness 9, 10, and beyond. In practice, Paladins now wound almost every Daemon Prince, Greater Daemon, Knight, or Monster on a 4+ instead of the usual 5+. That’s a huge swing for a unit whose entire purpose is to take down the big threats.
  • Psychic Celerity enhancement: Terminator leaders get +1 to charge rolls. Not flashy, but for Terminator-armored Deep Strikers live and die on that 9″ charge, putting this onto a Paladin brick or a Grand Master in Terminator Armor coult be a game-changer.
  • Aura of Vengeance stratagem: for 1 CP, when an enemy unit targets your Paladins in the Fight phase, their melee attacks get Hazardous. That’s not just a defensive buff; that’s also daring the other player to swing into your Paladins and watch their unit hurt itself.

Argent Assault StratagemAnyone who’s been on the wrong end of a HAZARDOUS chain knows how much that can mess with you.

Fires of Purgation Gives the Grey Knights Purgation Squad Real Teeth

Fires of Purgation

Now, Fires of Purgation is the shooting detachment, and it’s the one we’re most curious to see in the wild because the Purgation Squad has spent most of 10th edition as a “fine, I guess” pick. This detachment stacks a battle-shock punisher onto their existing pinning, hands them a Strength upgrade, and lets them dump Devastating Wounds on a target of choice.

Fires of Purgation Enhancement

  • Searing Soulflame detachment rule: stacks onto the existing Righteous Persecution pinning ability. When you pin an enemy unit with a Purgation Squad’s shooting, that unit now takes a battle-shock roll at -1. Pinning was easy to dance around with advance-and-shoot or charge stratagems, but a forced battle-shock test ties up Objective Control and rattles the unit’s whole turn. Clip a sticky objective holder with one shot and watch the scoring shift instantly.
  • Boons of Deimos enhancement: gives your Purgation Squad +2 Strength on ranged attacks. Strength 10 psycannons are the kind of stat line that turns a unit from “support” into one that “actually deletes Terminators.”
  • Focused Immolation stratagem: for 1 CP, your Purgation Squad gets Devastating Wounds and Sustained Hits 1 on every ranged attack targeting one enemy unit in your Shooting phase. Pair that with the +2 Strength upgrade, and you have a squad that can credibly threaten a vehicle or a chunky character on a single activation.

Fires of Purgation Stratagem

Immaterial Interdiction Finally Makes Grey Knights Interceptors Worth Buying

Immaterial InterdictionImmaterial Interdiction is the Interceptor detachment, and this is the one with the most potential to really shake up list-building for Grey Knights Interceptors. The detachment rule trades the safe 6″ teleporter move for a smaller surge that keeps charges live, while the enhancement bolts Stealth onto the squad, and the stratagem hands the unit Lance on a charge.

Immaterial Interdiction Enhancement

  • Echojump detachment rule: after shooting, your Interceptor Squad can choose to skip their normal 6″ Personal Teleporters move and instead make a D6+1″ surge move that doesn’t lock them out of charging. In 10th edition, Interceptors had this weird identity problem where their teleporter move was great for repositioning but stopped them from charging, which made them feel like shooty Marines pretending to be melee threats. Echojump fixes that, because now you can shoot, jump, and charge in the same turn, which is what Interceptors should have always done in the first place.
  • Astral Overlap enhancement: gives the unit Stealth. Somewhat boring on paper, but very strong in practice because Interceptors are going to be jumping into open ground constantly, and now they bring cover with them wherever they go!

Immaterial Interdiction Strategem

  • Blades from the Beyond stratagem: gives a charging Interceptor Squad Lance for 1 CP, which is +1 to wound on top of melee weapons that already ignore hit modifiers because of the Psychic keyword. That’s a solid +1 to wound on a charge-in unit that just got way easier to push into combat.

Psychic ruleGW also used this to show off what the new Psychic keyword does: A [PSYCHIC] weapon lets you ignore any or all modifiers to your BS or WS, plus any modifiers to the hit roll, whenever you attack with it.

Basically, psychic attacks are harder to mess with, so your opponent’s hit penalties don’t gum up the works unless another rule says otherwise.

Final Thoughts on the New 11th Edition Grey Knights Detachments

new grey knights detachments rules warhammer 40k 11th edition

Overall, these three new Grey Knights detachments fit well within the broader 11th edition design mechanics. With each one costing a single detachment point, it locks you into a specific unit and then gives you a little nudge to own way more models than you probably already do.

The bigger question, like the 11th edition 40k Q&A coverage hinted at earlier, is whether these stay cheap and optional or eventually become mandatory once the codex drops. Right now, they look like a really fun way to build army lists with the customization we were used to before the 10th edition.

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What do you think about the new 11th Edition Grey Knights detachments for Paladins, Purgation Squads, and Interceptors?
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