Forge World - Elysian Drop Troops, all miniatures. Go back to all companies. All types, Apps Audios Base Bits Boardgames. 133rd Elysian Drop Troops Regiment - Destroyed in combat against the Word Bearers Traitor Legion on Tanakreg. 158th Elysian Drop Troops Regiment - During the massive Chaos invasion of the 13th Black Crusade, the 158th Elysian Regiment was sent to reinforce the defenders if St. Josmane's Hope in the Cadia System. The regiment's arrival proved insufficient to stem the tide of the Chaos force's advance.
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
works the same as in the Guard book
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. |
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. |
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 |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Heavy bolter | Heavy | 36' | 5 | -1 | 1 | - |
Missile Launcher | Choice a profile | |||||
Frag missile | Heavy D6 | 48' | 4 | 0 | 1 | - |
Krak missile | Heavy 1 | 48' | 8 | -2 | D6 | - |
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.
In addition to their unique units, Elysian Drop Troops can only take the following:
Elysian Company Commander:
Elysian Lord Commissar:
Elysian Drop Trooper Squad:
Elysian Special Weapons Squad:
Elysian Veteran Squad:
Elysian Sniper Squad:
Elysian Command Squad:
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Elysian Platoon Commander:
Elysian Drop Sentinels:
Elysian Commissar:
Sky Peacher
Tauros Assault Vehicle:
Tauros Venator:
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Cyclops Demolition Vehicle:
Elysian Heavy Weapons Squad:
Tarantula Battery:
Sentinel Powerlifters: