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The Elysian Drop Troops are amongst the best rapid response troops that the Imperial Guard has to offer. Not only do they have some of the best and most well-cared-for equipment and a high proportion of Storm Troopers within their ranks, but they have perfected the tactic of attacking by grav chute and the Valkyrie Airborne Assault Carrier. It is common for the elite soldiers of Elysia to appear from the skies en masse above their objective, raining onto the battlefield and sowing devastation and confusion throughout the enemy lines before they have even landed.

This section contains all of the datasheets that you will need in order to fight battles with your Elysian Drop Troops models. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Elysian units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra MilitarumIndex81.4September 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018

FAQ

Index: Imperial Armour: Forces of the Astra Militarum

 Q: Can Death Korps of Krieg, Elysian Drop Troops or Renegades and Heretics Detachments use any of the Regiment-specific rules (Doctrines, Orders, Stratagems, Warlord Traits, etc.) in Codex: Astra Militarum?
 A
No. Instead these units use the bespoke abilities and Orders that are described in Imperial Armour – Index: Forces of the Astra Militarum.
 Q: The Death Korps of Krieg, Elysian Drop Troops and Renegades and Heretics Army Lists each detail numerous units that can be taken from Index: Imperium 2. Do these units have to be taken from Index: Imperium 2, or can they be taken from Codex: Astra Militarum instead?
 A
If the unit appears in Codex: Astra Militarum, you must use the datasheet from there.
 Q: Can Death Korps of Krieg or Elysian Drop Troops be taken as a Detachment of Brood Brothers as part of a Genestealer Cult army? If so, do I replace any keywords or abilities?
 A
Yes. In these cases, you replace the DEATH KORPS OF KRIEG or ELYSIAN DROP TROOPS keyword with BROOD BROTHERS in all instances on these units’ datasheets. Furthermore, if a unit has the BROOD BROTHERS keyword then it cannot use the Cult of Sacrifice and Aerial Drop abilities.
 Q: Can passengers disembark from an Elysian Drop Troops Valkyrie on the same turn it is set up on the battlefield, using the Aerial Drop ability?
 A
Yes, but the Valkyrie counts as having moved more than 20" for the purposes of its Grav-chute Insertion ability.

Abilities

The following abilities are common to several ELYSIAN DROP TROOPS units:

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.

Voice of Command

This unit may issue orders to those under their command at the start of any of their Shooting phases. Orders may only be issued to INFANTRY units within 6" of this unit that have the ELYSIAN DROP TROOPS keyword. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.

ELYSIAN DROP TROOPS ORDERS
ORDER
Hold the Line!
The ordered unit ignores models killed during the Shooting phase or Fight phase when taking Morale tests until the start of its next Movement phase.
First Rank, Fire! Second Rank, Fire!
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
Bring it Down!
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
Move and Fire!
Any INFANTRY models in the ordered unit count their weapons as being Assault weapons until the end of the turn.
Get Back in the Fight!
The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Move! Move! Move!
Instead of shooting this phase, the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
Take Aim!
Re-roll hit rolls of a 1 for all models in the ordered unit until the end of the phase.

Matched Play – Command Squads

If you are playing a matched play game, then in a Battle-forged army you can include a maximum of one ELYSIAN COMMAND SQUAD in a Detachment for each ELYSIAN OFFICER in that Detachment.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Elysian Drop Troops Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

ELYSIAN DROP TROOPS RANGED WEAPONS

 • Boltgun

 • Bolt pistol

 • Plasma pistol

 • Shotgun

 • Lasgun and auxiliary grenade launcher

ELYSIAN DROP TROOPS SPECIAL WEAPONS

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

 • Lascutter

ELYSIAN DROP TROOPS HEAVY WEAPONS

 • Heavy bolter

 • Missile launcher

 • Mortar

ELYSIAN DROP TROOPS MELEE WEAPONS

 • Power sword

 • Power fist


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Avenger bolt cannon
36"
Heavy 8
6
-2
1
-
1
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Cyclops demolition charge
*
Heavy 2D6
9
-2
D3
This weapon automatically hits its target. This weapon may only be used once per battle.
0
Defensive heavy stubber
8"
Heavy 3
4
0
1
Add 1 to all hit rolls made for this weapon against targets that can FLY.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
15
Hellfury missile
72"
Heavy 2D6
4
0
1
-
12
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
20
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
20
Long-barrelled autocannon
72"
Heavy 2
7
-1
D3
-
0
Melta bomb
4"
Grenade 1
8
-4
D6
-
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
5
Mortar
48"
Heavy D6
4
0
1
This weapon can target units that are not visible to the bearer.
5
Multi-laser
36"
Heavy 3
6
0
1
-
15
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
8
Multiple rocket pod
36"
Assault D6
5
-1
1
-
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
15
Skystrike missile
60"
Heavy 1
7
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
2
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper weapon can target an enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
20
Tauros grenade launcher
When attacking with this weapon, choose one of the profiles below:
 - Frag grenade
36"
Assault 2D6
3
0
1
-
 - Krak grenade
36"
Assault 2
6
-1
D3
-
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
40
Twin punisher gatling cannon
24"
Heavy 40
5
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
25
Breacher charge
Melee
Melee
*
*
*
A model with a breacher charge may use it in the Fight phase instead of attacking normally. If it does this, roll a dice. On a 4+, it inflicts D3 mortal wounds on one enemy unit in the fight; if this is a VEHICLE, BUILDING or a MONSTER, it will instead inflict D6 mortal wounds. Each breacher charge can only be used once per battle.
10
Lascutter
Melee
Melee
9
-3
D3
When attacking with this weapon, a model may only ever make a single attack.
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Auxiliary Grenade Launcher
A model with an auxiliary grenade launcher increases the range of any frag grenades and krak grenades they use to 24".
5
Elysian Drop Troops Regimental Standard
All friendly ELYSIAN DROP TROOPS units add 1 to their Leadership whilst they are within 6" of a unit with an Elysian Drop Troops Regimental Standard.
5
Medi-pack
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ELYSIAN DROP TROOPS INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.
20
Tactical Bombs
Once per battle, an Avenger Strike Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Avenger Strike Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
20
Tactical Bombs
Once per battle, a Lightning Strike Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Lightning Strike Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
20
Tactical Bombs
Once per battle, a Thunderbolt Heavy Fighter equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Thunderbolt Heavy Fighter has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
20
Tactical Bombs
Once per battle, an Vulture Gunship equipped with tactical bombs can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Vulture Gunship has moved, pick an enemy unit that it flew over, then roll 2D6 for each VEHICLE or MONSTER in the unit or a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.
5
Vox-caster
If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Cult of Sacrifice

This unit ignores models slain in the Shooting phase when taking Morale tests.
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.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The ELYSIAN COMMAND SQUAD keyword is used in following Elysian Drop Troops datasheets:

Elites

The ELYSIAN DROP TROOPS and OFFICER keywords are used in following Elysian Drop Troops datasheets:

Elites
HQ
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
model with a Ballistic Skill of 4+/other models
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Voice of Command

This unit may issue orders to those under their command at the start of any of their Shooting phases. Orders may only be issued to INFANTRY units within 6" of this unit that have the ELYSIAN DROP TROOPS keyword. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.

ELYSIAN DROP TROOPS ORDERS
ORDER
Hold the Line!
The ordered unit ignores models killed during the Shooting phase or Fight phase when taking Morale tests until the start of its next Movement phase.
First Rank, Fire! Second Rank, Fire!
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.
Bring it Down!
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
Move and Fire!
Any INFANTRY models in the ordered unit count their weapons as being Assault weapons until the end of the turn.
Get Back in the Fight!
The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Move! Move! Move!
Instead of shooting this phase, the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
Take Aim!
Re-roll hit rolls of a 1 for all models in the ordered unit until the end of the phase.
© Vyacheslav Maltsev 2013-2018