Codex - Elysian Drop Troops: /tg/'s 8th Edition
As Elysian Drop Troops appears it will have no future support, I believe it's appropriate in a /tg/ factions to bring it up to the line with other factions. Input from the Discussion page would be appreciated.
My Idea is to shift Elysian to better fit a CC Deapstrikers for the guard as Stormtrooper fit the shooting roll better
Army Rules
- Defenders of Humanity: all Astra Militarum troop choices have Objective Secured in 8th edition.
A few rules that are unique to Elysians and have widespread effects concerning many or most units in the army.
- Aerial Drop:
- Iron Discipline: All Elysian officers have an aura buff that gives you the ability to re-roll failed morale.
- Regiment- Landing in the Danger Zone: Elysian Drop Troops units can reroll failed charges. During the first battle round, during the shooting phase, enemies take a -1 penalty to hit when shooting at Elysian Drop Troops and cannot fire overwatch against charging Elysian Drop Troops units. After the first battle round, Elysian Drop Troops units enter from reserves, it gains this benefit until the end of that battle round.
Most units in Astra Militarum detachments (excluding Superheavy Auxiliary detachments) benefit from a regimental doctrine if every unit in the detachment has the same Regiment and/or is on the list of units that do not break regimental doctrine. These units include:
- Tech-priest Enginseer (either your copy, the elite with Astra Militarum, or AdMech's copy, the HQ without) and Servitors. Not Forge world units, just those three. Remember this is an Astra Militarum Detachment. They DON'T gain a Dogma, NOR AdMech Stratagems, Relics or Warlord Traits. If you want those rules, you can bring them in a separate Vanguard detachment, for all the good it'll do you.
- Ministorum Priest and Crusaders. Not Adeptus Ministorum units, just those two.
- Aeronautica Imperialis. Not "this unit, and that unit", but all Aeronautica units, like Vendettas.
- Militarum Auxilla AKA Abhumans, each and every single one.
- Officio Prefectus AKA Commissars.
- Scholastica Psykana AKA Primaris Psykers (no relation), Wyrdvanes, and Astropaths.
- Militarum Tempestus units won't prevent your army from getting a Doctrine, but they themselves won't get their Storm Troopers doctrine unless all other units are Tempestus themselves (or people from this list). So, if you want to bring Artillery or other vehicles, you'll need to bring them in a separate Spearhead detachment.
As alluded to above, Superheavy Auxiliary Detachments don't benefit from Doctrines. If you want a LoW with a Doctrine you need to take them in either a Superheavy Detachment (3-5! Lords of War), or a cheaper Supreme Command Detachment (3-5 HQs plus 0-1 LoW)
Warlord Traits
Orders
- Hold the Line!: The targeted unit ignores models killed during both the Shooting and Fight phases for the purposes of the Morale phase until the next Movement phase. This makes commissars even less useful for Elysians, though you will, in most cases, use the other orders, since your company commanders already grant a re-roll.
- Move and Fire!: All of an Elysian INFANTRY unit's weapons become Assault weapons until the end of the turn.
- Bring it down!: Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.
- Take Aim!:
- Get back in the fight!:
- Move! Move! Move!:
- First Rank, Fire! Second Rank, Fire!:
Tactical Objectives
Stratagems
Wargear
The following weapons cannot be taken by Elysian Drop Troops:
- Autocannon
- Lascannon
- Power Axe
- Power Maul
- Sniper Rifles are carried by specific 2W 2A Elysian Sniper Squad models, who, like their cousins in the Death Korps not actually named Heavy Weapons Teams, curiously only occupy 1 transport spot on a Valkyrie.
Sargent Melee Weapons
Weapon Range Type S AP D Abilities Chainsword Melee Melee User - 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Power Sword Melee Melee User -3 1 Force Axe Melee Melee +1 -2 D3 - Force Maul Melee Melee +3 0 D3 - Power Fist Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll. Lightning Claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.
Ranged Weapons
Basic
Grenades
Special
Heavy
Other Wargear
Long Range ground scanner: This thing is weird. Taken in your CCS for 30 pts you get single guardsman model, which can fuck up enemy infiltrators on a 4+ Or grant one of your units rerolls to hit on non-ordinance guns once per turn, on a 4+, within "12 (or unlimited if both units carry a vox). Stick into a fully upgraded Valk/Vendetta for flying Pask. You can take 4 of these total, so if you highly invest and camp in the back of your board they can actually be of good use. Make sure to bring Vox's on all of your units so you get unlimited range to utilize them.
Heirlooms of Conquest
Unit Analysis
In addition to their unique units, Elysian Drop Troops can only take the following:
HQ
Elysian Company Commander:
Elysian Lord Commissar:
Troops
Elysian Drop Trooper Squad:
Elites
Elysian Special Weapons Squad:
Elysian Veteran Squad:
Elysian Sniper Squad:
Elysian Command Squad:
Elysian Platoon Commander:
Elysian Drop Sentinels:
Elysian Commissar:
Sky Peacher
Fast Attack
Tauros Assault Vehicle:
Tauros Venator:
Heavy Support
Cyclops Demolition Vehicle:
Elysian Heavy Weapons Squad:
Tarantula Battery:
Sentinel Powerlifters: