Garbage....



Compilation from various sources:

HQ
Haywire grenades only for characters

-No vect
-Archon armour 5+, no ap2 board or bike, only boosts PfP turn number when fielded in the new DE detachment which also grants 5+ cover save for Troops and 6+ cover save for everything else on the first turn but only if Night Fight
-Succubus has option of AP2 weapon
-Hemie: 70, +1 to the pfp turn if there is a heamie in the unit.
-Drahzar: 190, EW, Rampage, +1A for every 6 to wound, Incubi get +1 WS if Drahzar is in the unit.
-Lilith: 150, Rampage, No armour saves agaist her close combat attacks, rerolls to hit and to wound in close combat
-Court: Llamean 10, Ur ghul 15, Medusae 25, Sslyth 25


Units
Haywire grenades only for characters

- Harlequins are gone from the codex

-Scourges: 16 points each, 4 weapons allowed

-Incubi: 20 points, ap 2 init order, no grenades no upgrade powers

-Reavers: 16 points each, can leave combat, save is still 5+, no longer attack while moving, now bladevanes are improved HoW. all HoW attacks are Rending, base is 1 S4 hit, Caltrops D6 S6, Grav is 1 S4 Concussive.

-Witches: 10 points. NO haywires.

-Kabalites: 8 points

-Talos: 120, units of 1-3, fnp stock no pfp. 3 attacks. Chain flails only give shred.

-Cronos: 100, units of 1-3, Spirit Probe now improves FnP of all Dark eldar in 6" by 1 to a max od 4+

-Mandrakes: 12, lost 5++ baleblast s4 ap4 18” assault 2 soulblaze

-Hellions: 13, no grenades

- Beasts: Khymeras S4/T4, Flocks WS2 A4 W3, Fiend WS3, W3. Max size of 12.

-Trueborn 1 pt cheaper, min size 5 no carbines. NO haywires.

-Wracks elite no improvement, 1 special/5 models
grots 35/model, FnP

- Bomber is 160 points + cost of missiles

- Ravager more expensive lost aerial assault. Raiders and Ravagers come with dissis. Dark lances + 5 points

-Venom almost same cost, cannot take +1 stealth

-Razorwing fast attack, 130 with dissis, +10 for dark lances, void mine is 5” blast

-NO lord of war


Combat drugs
1: +1A
2: +1S
3: +1I
4: +1T
5:+1 WS
6: +1Ld

Power from Pain
Turn 1:Nothing
Turn 2: FnP 6+
Turn 3: FnP
Turn 4: Fnp, Furious Charge
Turn 5: Turn 4 + Fearless
Turn 6+: Turn 5 + Rage
(+1 to turn if haemon in the unit)


Weapons:
- Huskblade ap3, cheaper, not a relic

- Hex Rifle inflicts ID on Precision Hits got cheaper

- Soul Trap gives +1s for each usnaved wound inflicted in a challenge

- Phantasm GL works like TGL, shorter range. Doesn’t work on ATSKNF

- Ossefactor is assault 1, fleshbane, ap2. If something is killed then the victims unit get d6 hits with s equal to t of the victim, ap-, ignores cover

- Liquifier is now s3 more expensive

- Venom Blade can only be taken by the Acothyst now

- Stun Claw +1S, ap6, confers ID in challenge

- Shadow Field is more expensive doesn’t fail until end of phase

- Agoniser is now Poison 4+, still AP3, same cost

- Scissorhand is Poison 4+, Rending

- Electro corrosive whip is Poison 5+ (sic), AP3, Concussive and is also the most expensive of all Coven weapons

- Flesh Gauntlet is Poison 4+, ID on 6 To Hit

- PGL does NOT confer grenades anymore - I have not seen the Incubi profile page, so cannot say if they've gained grenades or not

- Splinter Cannons are Salvo 4/6 and got more expensive (so a double nerf)
- lances on infantry are a bit cheaper

- Heat Lance sliiiightly cheaper, it also says that it can be only taken by Scourges but without seeing the unit profiles I cannot verify if Reavers can take it or not

- Mindphase Gauntlet, Flesh Gauntlet, Scissorhand are cheaper, half the cost; ECW is the same

- Djin blade became 33% more expensive


Artefacts:
-- Animus Vitae
one use, assault 1, s4 ap2, 8" if a unsaved wound is inflicted lets all Dark eldar add 1 to the turn number for PfP effects until the end of the game

-- Archangel of Pain
once per game, all units within 9" test Ld with a -2 penalty, then take a wound with no cover/armor saves for each point they failed. Sounds great BUT this does not work against ATSKNF!

-- Armour of Misery
Ghostplate with Fear and -2 Ld penalty to all enemy units within 6"

-- Djin Blade
AP3, +2 Attacks, after all attacks roll D6, on 1 the bearer suffers a wound with no saves

-- Helm of Spite
Adamantium Will for all friendly units within 12", Psykers within 12" suffer Perils on any double.

-- Parasite's Kiss
Pistol, Poison 2+, Master-crafted, after inflicting an unsaved wound, the bearer restores a single wound.

- Wych weapons
(all 5 points):
Hydras confer Shred
Razors reroll To Hit
Shardnet/Impaler reroll 1s on To Hit and To Wound


Vehicles, equipments/weapons
- Splinter racks now work on all Splinter weapons

- Shock Prow now gives AV14 when ramming

- Chain Snares now let a vehicle Tank Shock but not Ram

- Torment Gren. Launchers can now be fired, 24", blast, s1, unit hit tests Ld, takes a wound for each point it failed, no armor or cover saves, doesnt work against ATSKNF

- Night Shield confers Stealth can’t be taken by venoms

- flickerfields only for venoms

- sails let a vehicle flat out 24"

- Monoscythe, Shatterfield and Necrotoxin missles haven't changed

- Implosion Msls are s6 ap2 blast

- there are no new ranged weapons other than Ossefactor and Dark Scythe (24", S8, AP2, blast, only on Bomber)

- Stinger Pod hasn’t changed

- TGL, Night Shields, Splinter Racks, Trophies are all more expensive. TGL in particular has tripled in cost.

- Envenomed Blades and Retrofire Jets are gone.

- bomber is 10 av on all sides