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 2
  Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra Militarum
  Imperial Armour: Forces of the Astra MilitarumIndex8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Index: Imperial Armour: 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, 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: 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
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Avenger bolt cannon
0
Avenger bolt cannon
36"
Heavy 8
6
-2
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Boltgun
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Cyclops demolition charge
0
Cyclops demolition charge
*
Heavy 2D6
9
-2
D3
This weapon automatically hits its target. This weapon may only be used once per battle.
This weapon automatically hits its target. This weapon may only be used once per battle.
0
Defensive heavy stubber
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.
Add 1 to all hit rolls made for this weapon against targets that can FLY.
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
15
Hellfury missile
15
Hellfury missile
72"
Heavy 2D6
4
0
1
Blast
Blast
10
Hellstrike missiles
10
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
Each hunter-killer missile can only be fired once per battle.
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Lasgun
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
15
Long-barrelled autocannon
15
Long-barrelled autocannon
72"
Heavy 2
7
-1
D3
-
0
Melta bomb
0
Melta bomb
4"
Grenade 1
8
-4
D6
-
Meltagun
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
9
Mortar
9
Mortar
48"
Heavy D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Multi-laser
5
Multi-laser
36"
Heavy 3
6
0
1
-
Multi-melta
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
Multiple rocket pod
5
Multiple rocket pod
36"
Assault D6
5
-1
1
Blast
Blast
Plasma gun
When attacking with this weapon, choose one of the profiles below.
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - 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.
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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Shotgun
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
15
Skystrike missile
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.
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
2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
20
Tauros grenade launcher
When attacking with this weapon, choose one of the profiles below:
20
Tauros grenade launcher
When attacking with this weapon, choose one of the profiles below:
 - Frag grenade
 - Frag grenade
36"
Assault 2D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
36"
Assault 2
6
-1
D3
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
10
Twin multi-laser
10
Twin multi-laser
36"
Heavy 6
6
0
1
-
70
Twin punisher gatling cannon
70
Twin punisher gatling cannon
24"
Heavy 40
5
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
25
Breacher charge
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.
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
10
Lascutter
Melee
Melee
9
-3
D3
When attacking with this weapon, a model may only ever make a single attack.
When attacking with this weapon, a model may only ever make a single attack.
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-

Other Wargear

OTHER WARGEAR
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".
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
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.
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 (Avenger Strike Fighter)
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 (Avenger Strike Fighter)
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.
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.
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.
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.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The Elysian Command Squad keyword is used in following Elysian Drop Troops datasheets:

The Elysian Drop Troops and Officer keywords are used in following Elysian Drop Troops datasheets:

Autocannon used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.

Avenger bolt cannon used in following datasheets:

COMMISSAR/other model
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Cyclops demolition charge used in following datasheets:

Defensive heavy stubber used in following datasheets:

Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
INFANTRY/other model

Heavy flamer used in following datasheets:

Hellfury missile used in following datasheets:

Hunter-killer missile used in following datasheets:

Lascannon used in following datasheets:

Long-barrelled autocannon used in following datasheets:

Melta bomb used in following datasheets:

model with a Ballistic Skill of 4+/other models

Missile launcher used in following datasheets:

Mortar used in following datasheets:

Multi-laser used in following datasheets:

Multi-melta used in following datasheets:

Multiple rocket pod used in following datasheets:

Skystrike missile used in following datasheets:

Sniper rifle used in following datasheets:

Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.

Tauros grenade launcher used in following datasheets:

Twin autocannon used in following datasheets:

Twin heavy bolter used in following datasheets:

Heavy Support

Twin lascannon used in following datasheets:

Fast Attack
Heavy Support

Twin multi-laser used in following datasheets:

Fast Attack

Twin punisher gatling cannon used in following datasheets:

Breacher charge used in following datasheets:

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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Auxiliary Grenade Launcher used in following datasheets:

Elysian Drop Troops Regimental Standard used in following datasheets:

Medi-pack used in following datasheets:

Tactical Bombs (Avenger Strike Fighter) used in following datasheets:

Vox-caster used in following datasheets:

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 2013-2020