Codex - Elysian Drop Troops: /tg/'s 8th Edition

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Revision as of 14:51, 15 December 2019 by 1d4chan>Stephenlucas600 (Orders)
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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: If your army is Battle-forged all Elysian Drop Troops troop choices have Objective Secured in 8th edition.
  • Aerial Drop: During deployment, you can set up this model in a high-altitude transport instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can aerial drop into battle-set it up anywhere on the battlefield that is more than 9" away from any enemy models.
  • Iron Discipline: Any friendly Elysian Drop Troops units within 6" of this model may re-roll failed morale.
  • Regiment- Landing in the Danger Zone: If your army is Battle-forged, all units in Elysian Drop Troops Detachments gain this ability. 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 that enter from reserves, it gains this benefit until the end of that battle round.
    • Astra Militarum units without the Elysian Drop Troops but have the following keywords may be included in any Elysian Drop Troops detachments without losing the Regiment benefits: Officio Prefectus, Scholastica Psykana, Militarum Tempestus,Militarum Auxilla, Adeptus Ministorum, Aeronautica Imperialis, Servitors, Tech-priest

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.
  • Move and Fire!: All of an Elysian INFANTRY unit's ranged 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.

Sargent Range Weapon List

Weapon Range Type S AP D Abilities
Lasgun Rapidfire 1 24" 3 - 1 -
Bolt Pistol Pistol 1 12" 4 - 1
Boltgun Rapidfire 1 24" 4 - - -
Plasma Pistol Choose one profile
Normal Pistol 1 24" 7 -3 1 -
Overcharge Pistol 1 24" 8 -3 2 on a hit roll of 1, the user is slayn after shooting is resoled
Shotgun Assault 2 12" 3 - 1 this weapons becomes Str4 while the target is in half range.

Special Weapon List

Weapon Range Type S AP D Abilities
Flamer assault 1d6 8" 4 - 1 This weapon automaticly Hits its targest.
Bolt Pistol Pistol 1 12" 4 - 1 -
Grenade Launcher
Frag assault 1d6 24" 3 0 1 -
Krak assault 1 24" 6 -1 1d3 -
Plasma Gun Choose one profile
Normal Rapidfire 1 24" 7 -3 1 -
Overcharge Rapidfire 1 24" 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Shotgun assault 2 12" 3 - 1 this weapons becomes Str4 while the target is in half range.
Meltagun assault 1 12" 8 -4 D6 If the target is within half range of this weapon, roll two dice when inficting damge with it and discard the lowest result.
Breacher charges Melee Melee - - - one use per battle. when you make a melee attack with this weapon, do not roll to hit; instead roll a D6, on a 3+ deal d3 mortal wound. If the target was a Vehciel or Fortification, Deal D6 mortal Wounds intead.
Lascutters Melee Melee 9 -3 1d3 If this weapon targets a Non-flying vehicle or Fortification, this weapon automaticly hits on a 3+ and increas its damage Charictroistic to 1d6

Heavy Weapon List

Other Wargear Weapon List

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:

Tactics