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Greetings and Salutations,
This is a project that I've worked off and on for a number of years (well, thought about at least) but the joke has always been that the real DE codex would come out before I actually ever started this project seriously. Hence, to prove such comments wrong, here it is :3 I've been playtesting it for the last month and my friends and are very pleased with it although it still has a lot of work to do.
First though, I have to give a Special Thanks (the caps are important) to fellow Librarium member Serbi for help with play-testing and balancing.. An extra thanks to Krovin-Rezh from whom I've stolen a few ideas from.
In any case, the codex was built with two goals in mind:
- Make every force organization slot have multiple viable choices: Right now, you see almost nothing but Archons/Dracons as HQs, Wyches as elites, Warriors as troops, no FAs, and then Ravagers (or rarely talos) as Heavy Support. Although there is some variation, many lists consist of just that. Grotesques, Hellions, Mandrakes, Warp Beasts, and Scourges almost never get used. Talos and Reaver Jetbikes get used occasionally but not often. So this goal is to not only improve those units but to make them a competitive choice when compared to the "standards." This also includes making units more unique from eachother and the units of other armies.
- Increase the number of options available to support a wide variety of play styles: Right now, Dark Eldar (like their Craftworld cousins) are highly specialized in a given role. This isn't a bad thing, per se but DE are focused in fewer areas then Craftworld Eldar are. This tends to limit the number of potential strategies a DE list can be built for and makes lists fairly static (once you get a good list for a points value, there is often little incentive to change it.). So the goal is to let units have more options. Unit's will still be specialized generally but there will be more variety of things they can specialize in.
With those two goals in mind, I went and built this codex revision. The posted revision has been play tested but not as extensively as I would wish (since every player has a different play style and it is hard to test other styles by yourself). Here is a brief overview of the changes and additions (as well as their reasoning).
New Codex: Version 3 (Version 1 and 2 were internal releases): MEGAUPLOAD - The leading online storage and file delivery service
General
The army wide rules of slave capturing and always being the attacker have been removed. Although they both have significant fluff reasons for being included, I was unable to think of an elegant/simple and interesting way to do it that wouldn't be complicated. I briefly considered adding something similar to Kroven's "Soul Points" but I decided that it would probably be best to avoid abstract numbers that have to be tracked on a piece of paper or something. Also due to general depreciation of Fleet, more units have it or those that already have it have had their points (slightly) decreased. Also, the standard style of codexes now means I had to remove the wargear page and split it among the various units. The only other major change is that a lot of ICs have been given a CC weapon and a pistol baseline and many units have been given plasma grenades either for free or at low cost. The last major change is a lack of a mechanical difference between a Wych Cult and a Cabal list (similar to how the Marine codex lost chapter traits and Chaos lost chaos god specific rules).
To Do List: Another past on overall points costs, still need to do Special Characters.
HQ
One of our most solid choices in the original codex, there wasn't a whole lot that needed to be changed. My goal with them was to make them more differentiated and interesting, especially the Dark Eldar Lord (which doesn't do anything interesting on his own). He was given a special ability to re-roll a number (1 or 2) of your reserves each turn and then pick the one you want to use. This lets you bring units in sooner OR let you delay them to later. Haemonculi have been moved to a unit leader for grotesques and in their place an improved one with "apprentice" haemonculi has been added as an HQ option.
These give players three options for their armies: A tactical HQ (DE Lord), An assault HQ (Wych Lord), and a Shooty/Tough HQ (Haemonculi Master). Also, Wych Lords were given their own unique retinue as their "incubi equivalent." Basically improved wyches.
To Do List: More playtesting for Haemonculi Lord and Wych Lord Retinue.
Elites
With Wyches being changed to a troop choices, Elites had become the weakest of of our force organization slots. As such, it has some of the most extensive revisions. Grotesques remain mostly identical to their standard incarnation but now come with a Haemonculi as a unit leader. Mandrakes have been completely redesigned but have kept their "OMG where did they come from?" fluff concept. In addition to actually having upgrade options, their special deployment option has changed. Now it effectively ambushes units that try to outflank or come in from reserve. Then there are two completely new units:
Warp Sniper: It is a traditional sniper-type unit but with a twist. If the unit's sybarite forgos firing, you can choose a location within 12" and line of sight and use that as the point of origin for the rest of the units firing. This effectively lets you fire around corners and pull all kinds of funny tricks. The ability works (fluff wise) by opening a small webway portal which the rest of the unit fires out of. However the downside is that it is hard to fire from a tiny hole like that so the unit's BS is decreased to 3.
Nightmare Weaver: Probably the most controversial (fluff wise) of the new units, this is actually a Dark Eldar Psyker. Yes, I am aware that the fluff says "psykers are considered playthings by other Dark Eldar." However, above all, Dark Eldar are practical: A Nightmare Weaver is a Psyker that has shown to the other DE that they are more valuable as a tool then as a toy. Their powers revolve around the DE standards of fear and shadows. One of their most subtly powerful ability is their ability to remove the fearless ability from a single unit. As an IC, they'll generally be attacked to another unit (often an assault unit) and used to help break whatever unit they attack.
To Do List: Grotesques still need work, need more playtesting for redone Mandrakes.
Troops
Due to 5th editions emphasis on troop choices, the options here have been expanded the most. Wyches have been moved to being troop choices and have had their cost reduced a fair amount (since they aren't good at holding objectives due to being weak to shooting and also having to compete against other good options). Warriors got a slight decrease in model cost but an increase in the cost of Dark Lances. Also, all warrior units can take a Raider but you can only have a second special/heavy weapon if the unit is 10 models or more. Additionally, warriors have the option of swapping their rifle for a CC wep and Pistol to make them a decent CC unit. Warp Beasts are basically the same but can be taken as MUCH larger units and have scout. Warp Beast are intended to either take out enemy units hiding in the back or to sneak up on the objective, sit there, and then be fat.
To Do List: Warp Beasts might need a max unit size decrease or something.
Fast Attack
This was traditionally our weakest slot which is ironic because we are such a fast army to begin with. Reavers are mostly unchanged but their succubus options have been altered a bit. Hellions got a fairly large change, however. Instead of being a deep strike unit, they now have scout and their ranged weapon is assault 1 instead of rapid fire (to facilitate hit and run tactics). They can also take some alternate ranged weapons options. Two new FA choices have been added:
Raiders have seen a fairly major revision with many new options and a slight points cost decrease. Their most unusual upgrade option is the ability to be upgraded in to a Pillager, a slightly higher armor tank variant that is designed in a "Smash and Grab" style. Generally too expensive to be used for most units, it might be worth it for high priority units (Lord + Retinue, quite often). Warriors also have been giving a new Transport that only they can take:
Shadow Ring: Slower then a raider but cheaper and comes with a Night Shield. It is about the size (radius) of a Drop Pod and serves as a weapons platform for warriors used for a mobile bunker and for capturing objectives. It has the additional ability that if it move at combat speed (6" or less), then the units inside can fire as though it were stationary. This makes it great for shooty warriors but really bad for assaulty warriors. Additionally, it doesn't have the raider's ability to suddenly swoop in and contest/capture an objective with a 24" move.
To Do: More pillager testing; Shadow Ring probably needs a points increase.
Wargear and Weapons:Most wargear has kept it's original functionality where able and others have been reworded to work in the newest edition. Some major changes:
Combat Drugs: Clarified on what it does when giving to an IC on a jetbike or skyboard.
Gruesome Talisman: Now adds a single wound to the calculation when determining which side won or lost combat. Very similar to what the old one did (in effect) but more powerful in practice.
Hellmask: 5+ now instead of a 6.
Trophy Spike: Infantry version of a Trophy Rack (renamed to avoid confusion). Also, in addition to increase the LD of the unit, it also lowers the LD of enemies.
Webway Beacon and Webway Portal: Two parts of the same thing as part of the Webway Portal revision. Now WWP are placed automatically at the start of the game (scattered similar to deep strike) and you still don't enter until the second turn at the earliest (so it gives opponents a turn to react). Now, when a unit enters play via WWP, it is simply placed within 6" of the WWP marker. It is treated as having moved 12" but may do any other action.
Dark Star Engine: Stolen from Krovin. Increases the Flat Out speed of the vehicle in return for an increased chance of blowing up when it is destroyed.
Lobotomiser: Basically a kind of ranged Agonizer. Very short range but a powerful punch. Mostly to give some units an additional ranged weapon option.
To Do List: Lobotomiser's are kind of odd man out right now. Gruesome Talismans might need a point cost increase.
Over all, the people I have tested this against have said that they've liked the changes but Serbi suggested that I post it here so that the Librarium members can give it a proper vetting. I suggest being careful of your first reactions regarding some of the changes because some seem more powerful then they are and vice versa. Any comments or suggestions would be greatly appreciated.
This is a project that I've worked off and on for a number of years (well, thought about at least) but the joke has always been that the real DE codex would come out before I actually ever started this project seriously. Hence, to prove such comments wrong, here it is :3 I've been playtesting it for the last month and my friends and are very pleased with it although it still has a lot of work to do.
First though, I have to give a Special Thanks (the caps are important) to fellow Librarium member Serbi for help with play-testing and balancing.. An extra thanks to Krovin-Rezh from whom I've stolen a few ideas from.
In any case, the codex was built with two goals in mind:
- Make every force organization slot have multiple viable choices: Right now, you see almost nothing but Archons/Dracons as HQs, Wyches as elites, Warriors as troops, no FAs, and then Ravagers (or rarely talos) as Heavy Support. Although there is some variation, many lists consist of just that. Grotesques, Hellions, Mandrakes, Warp Beasts, and Scourges almost never get used. Talos and Reaver Jetbikes get used occasionally but not often. So this goal is to not only improve those units but to make them a competitive choice when compared to the "standards." This also includes making units more unique from eachother and the units of other armies.
- Increase the number of options available to support a wide variety of play styles: Right now, Dark Eldar (like their Craftworld cousins) are highly specialized in a given role. This isn't a bad thing, per se but DE are focused in fewer areas then Craftworld Eldar are. This tends to limit the number of potential strategies a DE list can be built for and makes lists fairly static (once you get a good list for a points value, there is often little incentive to change it.). So the goal is to let units have more options. Unit's will still be specialized generally but there will be more variety of things they can specialize in.
With those two goals in mind, I went and built this codex revision. The posted revision has been play tested but not as extensively as I would wish (since every player has a different play style and it is hard to test other styles by yourself). Here is a brief overview of the changes and additions (as well as their reasoning).
New Codex: Version 3 (Version 1 and 2 were internal releases): MEGAUPLOAD - The leading online storage and file delivery service
General
The army wide rules of slave capturing and always being the attacker have been removed. Although they both have significant fluff reasons for being included, I was unable to think of an elegant/simple and interesting way to do it that wouldn't be complicated. I briefly considered adding something similar to Kroven's "Soul Points" but I decided that it would probably be best to avoid abstract numbers that have to be tracked on a piece of paper or something. Also due to general depreciation of Fleet, more units have it or those that already have it have had their points (slightly) decreased. Also, the standard style of codexes now means I had to remove the wargear page and split it among the various units. The only other major change is that a lot of ICs have been given a CC weapon and a pistol baseline and many units have been given plasma grenades either for free or at low cost. The last major change is a lack of a mechanical difference between a Wych Cult and a Cabal list (similar to how the Marine codex lost chapter traits and Chaos lost chaos god specific rules).
To Do List: Another past on overall points costs, still need to do Special Characters.
HQ
One of our most solid choices in the original codex, there wasn't a whole lot that needed to be changed. My goal with them was to make them more differentiated and interesting, especially the Dark Eldar Lord (which doesn't do anything interesting on his own). He was given a special ability to re-roll a number (1 or 2) of your reserves each turn and then pick the one you want to use. This lets you bring units in sooner OR let you delay them to later. Haemonculi have been moved to a unit leader for grotesques and in their place an improved one with "apprentice" haemonculi has been added as an HQ option.
These give players three options for their armies: A tactical HQ (DE Lord), An assault HQ (Wych Lord), and a Shooty/Tough HQ (Haemonculi Master). Also, Wych Lords were given their own unique retinue as their "incubi equivalent." Basically improved wyches.
To Do List: More playtesting for Haemonculi Lord and Wych Lord Retinue.
Elites
With Wyches being changed to a troop choices, Elites had become the weakest of of our force organization slots. As such, it has some of the most extensive revisions. Grotesques remain mostly identical to their standard incarnation but now come with a Haemonculi as a unit leader. Mandrakes have been completely redesigned but have kept their "OMG where did they come from?" fluff concept. In addition to actually having upgrade options, their special deployment option has changed. Now it effectively ambushes units that try to outflank or come in from reserve. Then there are two completely new units:
Warp Sniper: It is a traditional sniper-type unit but with a twist. If the unit's sybarite forgos firing, you can choose a location within 12" and line of sight and use that as the point of origin for the rest of the units firing. This effectively lets you fire around corners and pull all kinds of funny tricks. The ability works (fluff wise) by opening a small webway portal which the rest of the unit fires out of. However the downside is that it is hard to fire from a tiny hole like that so the unit's BS is decreased to 3.
Nightmare Weaver: Probably the most controversial (fluff wise) of the new units, this is actually a Dark Eldar Psyker. Yes, I am aware that the fluff says "psykers are considered playthings by other Dark Eldar." However, above all, Dark Eldar are practical: A Nightmare Weaver is a Psyker that has shown to the other DE that they are more valuable as a tool then as a toy. Their powers revolve around the DE standards of fear and shadows. One of their most subtly powerful ability is their ability to remove the fearless ability from a single unit. As an IC, they'll generally be attacked to another unit (often an assault unit) and used to help break whatever unit they attack.
To Do List: Grotesques still need work, need more playtesting for redone Mandrakes.
Troops
Due to 5th editions emphasis on troop choices, the options here have been expanded the most. Wyches have been moved to being troop choices and have had their cost reduced a fair amount (since they aren't good at holding objectives due to being weak to shooting and also having to compete against other good options). Warriors got a slight decrease in model cost but an increase in the cost of Dark Lances. Also, all warrior units can take a Raider but you can only have a second special/heavy weapon if the unit is 10 models or more. Additionally, warriors have the option of swapping their rifle for a CC wep and Pistol to make them a decent CC unit. Warp Beasts are basically the same but can be taken as MUCH larger units and have scout. Warp Beast are intended to either take out enemy units hiding in the back or to sneak up on the objective, sit there, and then be fat.
To Do List: Warp Beasts might need a max unit size decrease or something.
Fast Attack
This was traditionally our weakest slot which is ironic because we are such a fast army to begin with. Reavers are mostly unchanged but their succubus options have been altered a bit. Hellions got a fairly large change, however. Instead of being a deep strike unit, they now have scout and their ranged weapon is assault 1 instead of rapid fire (to facilitate hit and run tactics). They can also take some alternate ranged weapons options. Two new FA choices have been added:
Peluda Squadron: These are our Piranna or viper equivalents. They're fast, short ranged but come armed with Destructors. They are exceptional anti-infantry units and can be upgraded so that they can fire the same thing but as an 18" blast instead. Comes with all the standard vehicle upgrades. Fluff wise they are piloted by Haemonculi.
Dedicated TransportsWebrunner Squadron: This is our war walker equivalent/warp spider equivalent (about the size of a tau stealth suit) that can freely move in and out of the webway. They come with boring regular CC weapons but can be upgraded with DCCWs or Twin-Linked ranged weapons (Blaster, Splinter Cannon, or Shredder). They have the special ability to teleport accurately within 24." However, it works differently: When activating their teleporting power you declare a direction and a distance of up to 24." THEN you measure and place them. This makes it so that if you are good at guessing distances, they are really powerful. However if you aren't very good, then you'll often have to under (or over) guess distances to make sure you don't hit anything. After teleporting, they can't assault and firing is at half range.
To Do List: Take another look at Reavers and Hellions; Figure out a better way to word Webrunner's teleport ability.
Heavy Support
A number of revisions and two units. Scourges are mostly the same but they have been given relentless and have had their special weapons increased in cost. This allows them as a massive surprise (4 DLs to the rear armor say hello) but they are limited by being expensive and VERY fragile. Ravagers are basically unchanged and the Talos has been given alternate tail options to customize it's utility. Also the basic tail gun has been changed to something similar to the Monolith "shoot everything in range" gun instead of the super confusing original rule. New Unit:
Dark Star Nebula: (Sometimes Black Star, haven't decided which). Basically, it is an upgraded Shadow Ring (Similar to how a Ravager is an upgraded Raider, see Dedicated Transports Section) that is surrounded by a cloud of satellites and an advanced Night Shield. It can either fire all its weak (but good AP) guns at multiple units within 12" or it can forgo some/all of those shots to fire a single but MUCH STRONGER weapon. At lowest power, the main gun is 24" S6 AP2 Lance. Enough to glance armor 12, pop armor 10, or pop an infantry model. At maximum power the gun is 48" S10 AP2 Lance, Enough pop the strongest armor. Dark Star Nebulas are tough (but not high armor) and slower then a normal DE vehicle but provide long range support (Fluff wise, they are used to bust holes in the side of hives or similar when attacking them).
Razer: This unit serves one purpose: Smash in to something and dump troops on it. It's a transport but it can't be taken as a dedicated one. It is an effective tank shock unit and if used to ram a vehicle (which will likely destroy it), all the troops will get unloaded and be ready to either dart for cover or assault something near by.
To Do List: I don't really like the Razer but I don't know what to do with it. Newest iteration of Dark Star Nebula needs play testing (recently gone through a major revision).
To Do List: Take another look at Reavers and Hellions; Figure out a better way to word Webrunner's teleport ability.
Heavy Support
A number of revisions and two units. Scourges are mostly the same but they have been given relentless and have had their special weapons increased in cost. This allows them as a massive surprise (4 DLs to the rear armor say hello) but they are limited by being expensive and VERY fragile. Ravagers are basically unchanged and the Talos has been given alternate tail options to customize it's utility. Also the basic tail gun has been changed to something similar to the Monolith "shoot everything in range" gun instead of the super confusing original rule. New Unit:
Dark Star Nebula: (Sometimes Black Star, haven't decided which). Basically, it is an upgraded Shadow Ring (Similar to how a Ravager is an upgraded Raider, see Dedicated Transports Section) that is surrounded by a cloud of satellites and an advanced Night Shield. It can either fire all its weak (but good AP) guns at multiple units within 12" or it can forgo some/all of those shots to fire a single but MUCH STRONGER weapon. At lowest power, the main gun is 24" S6 AP2 Lance. Enough to glance armor 12, pop armor 10, or pop an infantry model. At maximum power the gun is 48" S10 AP2 Lance, Enough pop the strongest armor. Dark Star Nebulas are tough (but not high armor) and slower then a normal DE vehicle but provide long range support (Fluff wise, they are used to bust holes in the side of hives or similar when attacking them).
Razer: This unit serves one purpose: Smash in to something and dump troops on it. It's a transport but it can't be taken as a dedicated one. It is an effective tank shock unit and if used to ram a vehicle (which will likely destroy it), all the troops will get unloaded and be ready to either dart for cover or assault something near by.
To Do List: I don't really like the Razer but I don't know what to do with it. Newest iteration of Dark Star Nebula needs play testing (recently gone through a major revision).
Raiders have seen a fairly major revision with many new options and a slight points cost decrease. Their most unusual upgrade option is the ability to be upgraded in to a Pillager, a slightly higher armor tank variant that is designed in a "Smash and Grab" style. Generally too expensive to be used for most units, it might be worth it for high priority units (Lord + Retinue, quite often). Warriors also have been giving a new Transport that only they can take:
Shadow Ring: Slower then a raider but cheaper and comes with a Night Shield. It is about the size (radius) of a Drop Pod and serves as a weapons platform for warriors used for a mobile bunker and for capturing objectives. It has the additional ability that if it move at combat speed (6" or less), then the units inside can fire as though it were stationary. This makes it great for shooty warriors but really bad for assaulty warriors. Additionally, it doesn't have the raider's ability to suddenly swoop in and contest/capture an objective with a 24" move.
To Do: More pillager testing; Shadow Ring probably needs a points increase.
Wargear and Weapons:Most wargear has kept it's original functionality where able and others have been reworded to work in the newest edition. Some major changes:
Combat Drugs: Clarified on what it does when giving to an IC on a jetbike or skyboard.
Gruesome Talisman: Now adds a single wound to the calculation when determining which side won or lost combat. Very similar to what the old one did (in effect) but more powerful in practice.
Hellmask: 5+ now instead of a 6.
Trophy Spike: Infantry version of a Trophy Rack (renamed to avoid confusion). Also, in addition to increase the LD of the unit, it also lowers the LD of enemies.
Webway Beacon and Webway Portal: Two parts of the same thing as part of the Webway Portal revision. Now WWP are placed automatically at the start of the game (scattered similar to deep strike) and you still don't enter until the second turn at the earliest (so it gives opponents a turn to react). Now, when a unit enters play via WWP, it is simply placed within 6" of the WWP marker. It is treated as having moved 12" but may do any other action.
Dark Star Engine: Stolen from Krovin. Increases the Flat Out speed of the vehicle in return for an increased chance of blowing up when it is destroyed.
Lobotomiser: Basically a kind of ranged Agonizer. Very short range but a powerful punch. Mostly to give some units an additional ranged weapon option.
To Do List: Lobotomiser's are kind of odd man out right now. Gruesome Talismans might need a point cost increase.
Over all, the people I have tested this against have said that they've liked the changes but Serbi suggested that I post it here so that the Librarium members can give it a proper vetting. I suggest being careful of your first reactions regarding some of the changes because some seem more powerful then they are and vice versa. Any comments or suggestions would be greatly appreciated.