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This article may require to meet Wikipedia's. No has been specified. Please help if you can. (August 2010) In 's setting, the Dark Eldar (Drukari) are depicted as a faction of sadistic, raiders with an affinity for torture and cruelty. They are a playable faction in Warhammer 40,000, supported by rules supplements and a miniatures range, and also appeared as a playable race in the video game. They are closely related to the other factions in the fiction; the Craftworld Eldar, the Harlequins and the Exodites, and share several of their characteristics.

*** NEW DARK ELDAR Codex for 40k 5 Edition! *** - yes guys, its yet another one good gifted scan. Good quality (4of5 stars), all 100 pages. The Dark Eldar are pure. New dark eldar codex rules Dark Eldar ISBN 9781, November 2010, 7th Edition Codex: Dark Eldar.A Codex is a publication of Games Workshop.

They also bear some stylistic similarities to the Dark Elves of the setting. Contents. Tapletop game mechanics In the context of the Warhammer 40,000 tabletop game, the Dark Eldar are an exceptionally rapid, mobile army. They make use of skimmer vehicles to transport their units around the tabletop without behind hindered by intervening terrain, and these vehicles are some of the fastest of their class in the game. Dark Eldar units typically have much higher initiative statistics than the majority of other Warhammer 40,000 armies, allowing them to attack first in the close-combat phases of the game. They also make extensive use of poisoned weapons, a game mechanic which allows the wielder to damage models with high toughness characteristics just as easily as they would a much weaker opponent. There are some trade offs for these strengths; Dark Eldar units themselves are relatively weak and lightly armoured, succumbing to damage more easily than many other forces.

The Dark Eldar rely on removing enemy models with their quickness of attacks before their opponents have a chance to react, and the use of cover to help protect their lightly armoured troops. The Dark Eldar are one of the few armies in the game not to make use of their own, but they do have a few options in their which can disrupt enemy psykers. It is also possible for them to bring psykers to the battle by allying with other factions; the Dark Eldar are considered 'Battle Brothers' with models from the Eldar and Harlequin factions in the game, allowing units from these different forces to fight alongside each other without penalty. Release & Development The Dark Eldar are relative newcomers to the setting, with no direct reference to them in the original source material of the game.

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Their introduction to both the game and background fiction coincided with the release of the 3rd edition of Warhammer 40,000 in 1998, and their models featured in the game's new starter set alongside a force. A full range of miniatures was made available, alongside a Codex Supplement containing rules for fielding a Dark Eldar army later in 1998.

A revised addition of this book, featuring new content, was released in 2003 during the 4th Edition of Warhammer 40,000. Following a statement that made in 343 (US issue 342) saying, 'I think it's time that the Dark Eldar, and a few others have their time in the spotlight again.' , a new Codex for the 5th Edition of the game was released, accompanied by a redesigned miniatures range. Several of the previously metal models were replaced with new multi-part plastic kits and all the new models had a distinctive new visual style. Further release waves for the new range followed in March, June, August and September 2011.

After these releases, only a single miniature (that of the special character Drazhar) remained in production from the original line of models. The next Codex was released in October 2014 as both a hardback book and ebook, and was one of the first Codexes released during the 7th edition of Warhammer 40,000, although it lacked some of the army building features which have become common in subsequent releases from this edition, such as formations. A small model wave was released at the same time, as well as a Codex Supplement book, Haemonculus Covens, allowing the player to field full armies made up of units related to the Haemonculi from the fiction and gaining particular in-game restrictions and benefits. The Warhammer 40,000 expansion book 'Battle Missions', released in 2010 includes three scenarios designed specifically for Dark Eldar armies. As a part of the re branding of most of the 40K world armies, the official name of the army was changed to Drukari for the 8th edition of Warhammer 40K, released June 17, 2017.

The 8th edition made obsolete all previous codex books of all 40K armies, and the initial new army rules for the Drukari were released in the Index: Xenos 1 rulebook at the start of 8th edition. In-Universe Background The Dark Eldar are one of four known factions of the Eldar race to have survived the fall of the old galaxy-spanning Eldar Empire.

At the height of its power, the empire spanned millions of worlds and the Eldar race lived in relative peace, with many of the races of the galaxy as yet insufficiently evolved, advanced or numerous to challenge them. Labour and manufacturing needs were provided by sophisticated machines, allowing the Eldar to pursue their own aesthetic and artistic pursuits. This eventually led to a species-wide attitude of decadence and descent into hedonism.

The formation of sects known as Pleasure Cults began, with the objective of reaching the highest levels of sensation, with ceremonies in their name devolving into violence and even the sacrifice of other Eldar. During this time, the Eldar also discovered the Webway; a labyrinthine alternate dimension allowing travel between various points in the galaxy. Various outposts were founded in the Webway including the port-city of Commorragh. Its strategically important location in the webway and capacity to transport any fleet to any of the empire's most vital regions meant it was considered too valuable to belong to any one aspect of the empire. It was thus granted autonomy from the ruling Eldar councils, which in turn meant it stood outside the jurisdiction of those councils and became a haven for those with dark motives and a need to hide their deeds. Commorragh's isolation within the webway saw it become a bastion for the pleasure cults. Many Eldar were disgusted with the lows their race had reached, and set off from their homeworlds to the uncorrupted Maiden Worlds, or aboard gigantic space-faring cities known as Craftworlds.

These factions would eventually become the Exodites and the Craftworld Eldar, respectively. Meanwhile, something was stirring within the Warp, a parallel psychic dimension teeming with chaotic energies. The millennia of decadence of the Eldar Empire was giving shape to a new force in that psychic realm, which grew over thousands of years. In an instant, it sparked into life; was born. Known by the Eldar as 'she who thirsts', a new Chaos God with an insatiable hunger for the souls of those that birthed it, the Eldar.

The moment of Slaanesh's awakening unleashed a psychic shockwave that tore the soul from almost the entire Eldar race, leaving few survivors. Among those survivors were the denizens of Commoragh, protected from the fury of Slaanesh's birth by their seclusion in the webway. Unrepentant of their old ways, these Eldar learned that slowly and surely, Slaanesh was claiming each of their souls. However, they discovered that they could rejuvenate themselves by absorbing the pain and torment of other souls; effectively cheating death and Slaanesh of its prize.

If they could regularly claim souls, they effectively became immune to the passage of time. Soon, the Eldar of Commoragh began raiding the planets of realspace in search of captives and slaves with whom to rejuvenate their decaying souls, and thus were the Dark Eldar born. The Dark Eldar are depicted by as a race that is sadistic in the extreme, reveling in piracy, enslavement and torture. Like all factions of the Eldar race, the Dark Eldar have access to technology that is extremely advanced by human standards. Players of Dark Eldar armies may select various vehicles such as Reaver Jetbikes, Raiders and Ravagers (one man bikes, troop transports, and mobile weapons platforms, respectively) to launch high-speed attacks. They strike with little or no warning, using an inter-dimensional labyrinth known as the to traverse the galaxy safely and far more quickly than most races are able to with their Warp jumps.

The Dark Eldar are unique amongst the Warhammer 40,000 factions in the sense that they do not occupy one or more planets, but rather one city, Commorragh. Commorragh has always been portrayed as a colossal city within the Webway, and in November 2010 it was described to be in actuality an amalgamation of several cities and realms located within the Webway, having started as a single port but since Vect's overthrow of the old houses had grown to amalgamate these new territories such as Shaa-dom and Iron Thorn. Dark Eldar are mainly depicted as a piratical race with no loyalty to anyone except themselves, though they are reportedly sometimes employed by various races as. When describing the raids of the Dark Eldar, Games Workshop literature has always focused on the capturing of slaves, which appear to be the main currency of Commorragh. The Dark Eldar have technology far advanced beyond those of other species. They make use of technology, including devices, splinter weapons, (in the Warhammer 40,000 universe, something more akin to ) weaponry, and psychic artifacts.

While Dark Eldar do make use of psychic devices, they do not use psychic powers themselves: psykers could be tracked down by Slaanesh (one of the gods), who seeks to destroy Commorragh. Thus, the use of psychic powers is strictly forbidden in Commorragh. In the back story released in the most recent Dark Eldar Codex, it is revealed that the Dark Eldar gradually lost their natural psychic ability during the millennia following the Fall of the Eldar race, and that their souls, which are slowly drained by Slaanesh, are sustained only through the absorption of the psychic power released by pain, torture and anguish of other sentient beings. Painting Guides on how to paint Dark Eldar feature in the following books/magazines. Raiders of Commorragh (2014).

How to paint citadel miniatures (2012). It features a 'Army Project' with lengthy guides using the new citadel colours released in 2012. White Dwarf issue. It has many techniques which include Dark Eldar Mandrakes and Kabalite Warriors.

White Dwarf Issue. It has a guide on how to paint Wrack Skin. White Dwarf Issue. It has a guide on how to paint their armour Kabals and Wych cults After Asdrubael Vect destroyed the Old Order in the Dark City, he introduced the Kabalite System, in which anyone who kills a Kabalite Warrior had better have influential friends, as the dead Warrior's entire Kabal will be after them for revenge. There is only one person who can wipe a Kabal out to the last Eldar without there being a revolt, and that is the Supreme Overlord of the Dark City, Asdrubael Vect himself. The wych cults are gladiatorial warriors who fight for the ecstasy they get from pain.

As with any Dark Eldar, there is hierarchy within the cults. The wyches report to the hekatrix of the squad. The Hekatrii report to the cult's leader, the Succubus. The Court of the Archon The Court of the Archon is a squad of 1-12 bodyguards who accompany their Archon, and cannot be selected by players if they have not selected an Archon. This squad was introduced in the November 2010 release as a brand new addition. Archon - In Games Workshop literature, Archons are the masters of the Dark Eldar Kabals. They are masters of intrigue and extremely skilled warriors, with in-game statistics to reflect this.

Lhamaean - In Dark Eldar society, Lhamaeans function as courtesans to a Kabal's Archon. Whilst they may be part of an Archon's harem, they are a sisterhood devoted to the study and use of poisons. In the game, they have highly poisonous weapons and enhance the efficiency of any poisoned weapons the Archon carries. Medusae - Depicted as Dark Eldar slaves possessed by extra-planar creatures whose bodies store emotions and sensations, Medusae are used by Archons to record the sensations of a battle, but in-game they have a special attack that uses a template to fire, much like a flamer. Sslyth - The Sslyth are a race not previously mentioned in Warhammer 40,000 literature until the introduction of the Dark Eldar Codex in 2010.

They are described as a race of snake-people with four arms carrying a selection of weapons and function as bodyguards to the Archon. Dark Eldar Ur-Ghul - They are a sightless species whose sense of smell has become highly advanced. They may be compared to the Ghouls of fantasy armies and function as warriors biased towards close combat in the game. The Rise of Asdrubael Vect The Games Workshop official history of the Dark Eldar has always placed Asdrubael Vect as the supreme overlord of Commorragh and in the 2010 Codex release provided more detail as to his rise to power.

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Originally a slave in the time of the old noble houses, Vect rose to become the leader of an organisation he called the Kabal of the Black Heart. By engineering an Imperial invasion of the city, Vect was able to pick off his rivals, the Archons of the noble houses, while they fought to repel the invaders. In the power vacuum after the conflict, he was able to make his Kabal the most powerful in the city and he has ruled since, though not without various challenges. References.

We're onto the fourth of these new style 7th edition codexes and there's now just a couple of armies who don't have a hardback codex. I can't imagine it will be long before they're updated either so I best get cracking with my review of the new Dark Eldar book. It's safe to say that the rumours of the rules in this book received a mixed response from the internet community.

Hopefully I can talk through things in sufficient detail for you to make your own mind up about it. This was always going to be a dangerous update for some of the Dark Eldar units as a lot of the characters don't have models meaning the trend that started with Tyranids was likely to continue. My hopes for this book are that several different competitive builds will emerge for pure Dark Eldar without them relying on Eldar or else proving a gimmicky ally for their goody two-shoes cousins. General Thoughts As before this book follows the new datacard layout with a huge chunk of fluff at the start of the book and the unit entries/army list now somewhat condensed. Whereas with the wolves codex I was lamenting the loss of a lot of wonderful artwork the thought barely crosses my mind here as there's some stunning new (or at least re-coloured) stuff.

The two-page spread on pages 4-5 is a particularly jaw-dropping example. I'm starting to get used to the rules layout with pretty much everything in the appendix at the back. It's still a bit frustrating at times but will end up being quicker once you've figured out what's changed and simply need to use it as reference every once in a while. The 'Eavy Metal section (or whatever you want to call it now) is nice and varied with several different Kabal colour schemes on show. The spread on pages 56-57 (roughly) is a little disappointing though with the flyers in particular looking a little rushed.

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Assuming it's the same ones on the next pages though it might just be poor lighting though. Once again there's clear evidence of GW's desire to ensure maximum protection for their intellectual property.

For example, trueborn and bloodbrides are somewhat awkwardly merged onto the same page as warriors and wyches respectively to avoid having to show models which strictly speaking don't exist. There's been one hell of a cull in the HQ section too (more on that later) with several named characters vanishing into the night.

The most notable of course is Vect and I'm sure you've read plenty of comments about his absence. Frankly I never used him but I was still hoping to with a new book and a lovely new model for him and his dais. This is the first, and likely only, book that doesn't feature a Lord of War choice. There's been much talk about this already so I don't want to go over it again but suffice to say it's frustrating for most DE players. Army Wide Rules Pretty much everything has retained Night Vision which means you'll be wanting to roll for Night Fighting as much as possible and probably still rolling on the Strategic warlord traits for an extra chance too. Combat Drugs are still present but they now offer slightly different bonuses. Gone are the re-rolls with every type of drug offering +1 to a different stat.

They only apply to Wyches, Hellions and Reavers though unless I'm missing something. Your Archon can no longer take them and with Duke gone there's no way of manipulating this roll. It ultimately depends on whether those units are worth taking as to whether drugs will be any use but I'll get to that in good time.

Power from Pain in the old codex was crucial for helping your units survive the first couple of turns. Now all units that benefit get the same bonus whether they've killed anything or not. It doesn't really become much use until turn 3 onwards though when a lot of your stuff has probably already died. Not much of a difference from before in some ways (as you'd often not killed any infantry etc. Yet) but for those units that relied on it like Wracks and those that used a Haemo for a free token it's a big deal. On the plus side towards the end of the game your units will be getting Furious Charge (which was often difficult with the old rules) and Turn 5 onwards you're Fearless which is huge. That, as far as I'm concerned at least, will even rally units that were running at the end of turn 4.

Should you make it to turn 6, Rage might help an otherwise average combat unit like Kabalites become that bit better at shifting hordes of guard, guants, etc. There is one definite benefit though, no pain token tracking and no need for me to finally get round to making some markers! Whilst in the old book vehicles had the option to Deep Strike in the form of Retrofire Jets, in the new book they get it for free. Couple that with the webway and you can start to come up with some pretty disgusting combos.

Those of you who like allies (I personally don't) will be salivating at the prospect of deep striking Eldar units too. This gives you the option for a null deployment army (i.e.

One that doesn't deploy anything at the start of the game) but I'm not 100% sure that's a good idea with Dark Eldar. Having flimsy vehicles arriving by Deep Strike in dribs and drabs seems dangerous to me. At least with the changes to Deep Striking vehicles (in that they count as moving Combat Speed) you can fire all your weapons from a transport. It's a mechanic that's worth exploring though. Warlord Traits Before talking about the traits themselves I wanted to mention one unexpect disadvantage of losing some named HQs. In other books sometimes an SC is good simply because he gives you a guarantee of a particular trait.

In DE's case that's just Lelith getting +1WS and Urien getting a 12' Fear bubble. Drazhar doesn't even have one! The traits that you'd want must be rolled for instead. Anyway here's what we're offered:. Ancient Evil - Fear is next to useless with most things either being Fearless or having ATSKNF. Labyrinthine Cunning - by far the best trait and almost worth ignoring Strategic for and with the re-roll you've got a 1 in 3 chance of getting it (roughly).

Soulthirst - again not much use and only your warlord benefits, re-roll!. Hatred Eternal - bit better than rolling a 3 but still meh, re-roll!.

Blood Dancer - likely to be pretty useless (and is for Lelith 99% of the time), re-roll!. Towering Arrogance - Fearless bubbles are nearly always awesome these days.

There may have been debate with the Space Wolves relics but these are almost certainly one per model and one of each per army. Animus Vitae - used to give a pain token but now gives +1 to turn number for PfP if it causes a wound. Couple this with a haemonculus' Master of Pain ability and that's FNP 5+ and Furious Charge on turn 2 potentially (if unlikely).

Pricey though. Archangel of Pain - shorter range than it used to be but now Ld test at -2 that works like Psychic Shriek. Sadly doesn't work on ATSKNF or Fearless though making it situational at best and therefore too expensive. Armour of Misery - ghostplate armour that causes Fear and -2 Ld. Not bad for only 5pts more than ghostplate armour used to be and it's no longer available for characters. Djin Blade - power weapon with +2 attacks.

Takes user's strength though so I'd rather have an agoniser for 5pts less and not risk wounding myself. Helm of Spite - again expensive but probably the best of the bunch in my opinion. Ad Will can make a massive difference in psychic defense and anything that makes perils more likely is good in my book. Parasite's Kiss - hard to resist for the points, shoot a guardsman, get a wound back. Could prove to be very irritating. That stand outs for me are the Animus, Kiss and the Helm.

The Kiss gets a mention because it's a great way to spend those spare 5pts you often have. The Djin blade is a waste of time (I might've been tempted if it were AP2) but Archangel and Armour could be good but suffer against the vast majority of armies which have ATSKNF or Fearless. Formations & Detachments The Realspace Raiders detachment uses a pretty standard FOC chart but requires a compulsory Fast Attack choice and allows a total of 6 FA units to be taken. Some people are getting excited about taking empty Venoms or fleets of Razorwings but frankly I want something in my Venoms and don't like the idea of having 6 flyers off the table at the start of the game. The Hunt from the Shadows special rule is nice especially if you successfully roll for Night Fighting or get it as your warlord trait but since I run a lot of vehicles it's only going to be a 5+ cover save at best. I'm not convinced it's worth ditching the benefits of a Combined Arms detachment for to be honest.

Objective Secured is great with fast moving transports (even if they are flimsy) and don't forget the trait re-roll is only for DE traits with Realspace Raiders but any trait with a CAD. The Kabalite Raiding Party is by no means a bad formation but I generally don't like being forced to make particular selections. It gives the same bonuses as the Realspace Raiders detachment but you also get +1 to the turn count for Power from Pain.

Combine this with an Animus and Haemonculus (which isn't part of the formation) and you could get +3 to the table. Again I'm not sure it's worth it and you have to pay a Hellion tax for it. Generally speaking I think you're better with a CAD but some may find a use for these two options. Of course there'll be more choices in the supplement but again I'll cover that after my codex run through. Conclusion A similar story to the other 7th edition codices. There's a lot of streamlining here with less bookkeeping and fewer complex special rules.

As with the other books there's a loss of soul (pun intended) here but I think the codex is still strong and could be competitive in its own right. Perhaps not as good as their cuddlier cousins but decent nonetheless. I'm certainly excited to get stuck into the rest of the review and start to write some lists. I can already see some interesting combinations emerging and I can't wait to test the book out on Thursday against Matt. For those of you who haven't read my reviews before I'll be covering each FOC slot in a separate post. This allows me to go into reasonable depth but that of course means pretty wordy posts. By the end of the review (in a week or so) you should hopefully know what's good or not though.

Stick with me! Well it doesn't sound like a total loss, but I had a quick look through it last night, and I fail to see how this army is gonna win with any kind of consistency. The 5th Edition book was much better, and it still wasn't anywhere near top-tier competitive. T3 bodies flying around in paper-thin transports?

An entire army that can pretty much be wiped out with Autocannons and heavy bolters? The 5th Edition DE Codex was -decent-, nothing more. Now take everything that made the book decent out, and add random charge lengths and Overwatch fire. You know a Codex is bad when people are looking for Detachments and Formations to make something viable. Dark Angel fans rejoice.

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Your book is no longer the bottom of the barrel.;). Hey, Heavy Bolters have got to be useful for something, right?

The whole idea of looking to detachments and formations for effective ways to use an army aren't unique to DE by any means though, it seems to be more of a trend in the 7th ed codexes. Orkz seems fairly lacklustre when taken at face value (going off what people have said, my experience using the army is 0), but are improved immensely from a competitive point of view with the use of some of the formations that came in the codex or the accompanying supplement. Equally, GKs aren't particularly great when using the standard FOC, but gain a lot more options when using their faction-specific detachment. GW seem to be turning more to the detachments and formations to give armies back some of the unique flavour they have lost in the standard army lists in the more recent books. Back to DE though, they're always gonna suffer the problem of being a paper thin army reliant on speed as their first line of defence, in a game where speed isn't much of a defence at all. Oh I agree about the Allies and Detachments/Formations thing.

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There's very few 'stand alone' Codexes now. Besides, everyone wants to take a Knight anyhow! They called the Militarum Tempestus book a 'Codex.' It has 5 units in it! - And yeah, yer right about DE, too.

First they lost the ability to take three Dark Lances in a Warrior Squad. Still, the Venom and the Baron and some other stuffs (Trueborn) kinda made up for it.

Now.now they were just given a swift kick in the nuts. Wyches with no access to Haywire grenades just made wyches ABSOLUTELY POINTLESS.

Everybody back to spamming Wave Serpents. Nuthin' to see here. I am still digesting this book at the moment and there are a few things I do not like. However with every army release things change and it takes a while for things to settle down.

I get the impression all the books released for 7th are balanced against each other and the days of the power dex's may he over (once eldar, tau and demons get redone). I enjoyed reading your thoughts and appreciated that you did not get negative over it.

It is so hard when an army that you are attached to changes its style and is seen as being bad. I am a DE player as well as a space wolf one and both have been a bit of a shock, although my reaction to the sw dex was one of joy, this one not so much so far. Anonymous Nice to read a well written review that's not all doom and gloom. After a brief look through the 'dex The Armour of Misery strikes me as a good buy for a succubus (no restrictions on which Artefact she takes).admittedly it breaks from the fluff but its cheap and gets her a save outside of combat.

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Plus it's worth noting - the armour's -2 ld applies to ALL enemy units without the exception to ATSKNF like the Archangel etc. Not game changing but it will have some nice situational uses. I think the choice of detachment (DE or CAD) is based a person's view of the troops vs the fast attack. In my old list I didn't use to run any warriors (3 haywire wyches, in 1 raider & 2 venoms plus wracks). With the loss of haywire I think wyches aren't worth it and even with a 1 pt decrease I don't think warriors are that good. I don't think giving warriors (and their transports) objective secured is not worth as much as having more fast attack choices.

I look forward to your further reviews to see your view. Your codex reviews are always very good.