Dark Eldar 7th Edition
Dark Eldar Tactical Summary as of 10-26-16
Dark Eldar are comparatively a recent development for Warhammer 40k. Dark Eldar have traditionally filled the role of space pirate in the 40k universe, but it wasn’t until the 2010 that their backstory was really fleshed out and an amazing model line was released. Dark Eldar are a direct link to the Eldar before the Fall, surviving in the Webway from the clutches of Slaanesh.
As an army the Dark Eldar are known for speed, cardboard transports, and poison weapons. This has led them to be mostly a spoiler army and one which in long tournaments always ends up losing at some point. Dark Eldar crumble easily, unless they get a good alpha strike and lack the tricks normal Eldar possess. This Dark Eldar story has never changed since their inception, no matter the codex it is always the same. When asked about it Games Workshop says it won’t be changing it; this is the niche the Dark Eldar fill, even if it means you rarely see them as complete force on the battlefield.
The amount of detail on the Dark Eldar model line is exquisite; making them very time consuming to paint, hurting the Dark Eldar playability, worse still the best units are overpriced or in resin. Thanks to the Haemonculus Covens supplement the Dark Eldar have some good tools (Corpsethief Claw Formation), you just have to buy, tons of Talos or Grotesques.
The Dark Eldar do get some minor battlefield play as Eldar allies, just because of the Webway Portal Archons can get. The big problem for the Dark Eldar is the defensive deficiencies, iconic units like Wyches are just unplayable. Helions and Scourges have no good way to not die from a light breeze. Leaving you with cobbling together certain units like; Talos, Grotesques, Reavers, and Razorwing Fighters. This combination just doesn’t have the synergy necessary to be any good on the battlefield for a long enough time.
Below you find all the quick reference material you need to build an competitive or fluffy Dark Eldar army.
- Dark Eldar
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Realspace Raiders Detachment
- Covenite Coterie Detachment
- The Reborn Warhost
As of 03-21-2017 Dark Eldar Detachments are…
- Combined Arms Detachment
- Allied Detachment
- Air Superiority Detachment
- Realspace Raiders Detachment
- Covenite Coterie Detachment
- The Reborn Warhost
(See tabs for details)
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Compulsory: 1 HQ, 1 Troop
Optional: 1 Troop, 1 Elite, 1 FA, 1 HS
Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
Command Benefits:
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Warhammer 40k 7th ed. Rule Book
Force Organization
Compulsory: 1 Flyer Wing
Optional: 2 Flyer Wings
Restrictions: All Units must have the same Faction.
Command Benefits:
Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.
Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.
Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.
Source: Supplement: Death from the Skies
Force Organization
Compulsory: 1 HQ, 2 Troops, 1 FA
Optional: 1 HQ, 4 Troops, 3 Elites, 5 FA, 3 HS, 1 LoW, 1 Fortification.
Restrictions: All units in this Detachment must have the Dark Eldar Faction (or have no Faction).
Command Benefits:
Realspace Raider: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Dark Eldar.
Hunt from the Shadows: During the entire first game turn, and during any turn in which the Night Fighting rules are in effect, all Troops units from this Detachment have a 5+ cover save, and all other units from this Detachment have a 6+ cover saves.
Source: Codex: Dark Eldar
Force Organization
Compulsory: 2 HQ, 2 Elites
Optional: 4 HQ, 6 Elites, 4 HS
Restrictions: Only units from the following list may be selected as part of this Detachment: Urien Rakarth, Haemonculus, Raider (must be taken as a Dedicated Transport), Venom (must be taken as a Dedicated Transport), Wracks, Grotesques, Talos, Cronos.
Command Benefits:
Seeker of Torment: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits Table.
Freakish Spectacle: Enemy units within 12? of one or more models from this Detachment suffer a -1 penalty to their Leadership value.
Source: Supplement: Haemonculus Covens
The Reborn Warhost
Force Organization
Compulsory: 1 HQ, 2 Troops
Optional: 0-1 HQ, 0-4 Troops, 0-3 Elites, 0-3 FA, 0-3 HS, 1 Lord of War, 1+ Formation Choices
Restrictions: This Detachment must include at least one HQ choice and two Troops choices. It may include one more HQ choice, up to four more Troops choices, up to three Elites choices, up to three Fast Attack choices, up to three Heavy Support choices, one Lords of War choice, and any number of Formation choices. Only the datasheets listed here may be included in this Detachment
The Reborn Warhost Army List divides the units available into several categories, according to their Battlefield Role. You must use the profiles, points costs, equipment, options, special rules and any Dedicated Transports available to each unit as described on their datasheet.
- Yvraine, The Visarch, Eldrad Ulthran, Prince Yriel, Illic Nightspear, Asurmen, Jain Zar, Karandras, Fuegan Baharroth, Maugan Ra, Autarch, Farseer, Warlock Conclave, Spiritseer, Archon, Court of the Archon, Succubus, Lelith Hesperax
- Guardian Defenders, Storm Guardians, Windriders, Rangers, Dire Avengers, Kabalite Warriors, Wyches, Troupe
- Howling Banshees, Striking Scorpions, Fire Dragons, Wraithguard, Wraithblades, Incubi, Death Jester, Shadowseer, Solitaire, Black Guardians, Black Guardian Windriders, Black Guardian Vyper Squadron, Black Guardian War Walkers
- Wave Serpent, Swooping Hawks, Warp Spiders, Shining Spears, Crimson Hunters, Vyper Squadron, Hemlock Wraithfighter, Beastmasters, Raider, Venom, Reavers, Hellions, Razorwing Jetfighter, Scourges, Skyweavers, Starweaver
- Dark Reapers, Vaul’s Wrath Support Battery, Falcon, Fire Prisms, Night Spinners, War Walkers, Wraithlord Ravager, Voidraven Bomber, Voidweaver
- Wraithknight
- Triumvirate of Ynnead, Soulbound Vanguard, Aeldari Bladehost, Ynnead’s Net, Whispering Ghost Hall, Guardian Battlehost, Windrider Host, Guardian Stormhost, Seer Council, Aspect Host, Dire Avenger Shrine, Crimson Death, Wraith Host, Kabalite Raiding Party, Cegorach’s Revenge, The Serpent’s Brood, Cast of Players, Cegorach’s Jest, The Heroes’ Path, Faolchú’s Blade ”
Command Benefits:
Leader of the Reborn: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Ynnari Warlord Traits table
Our Souls We Entrust: Units from this Detachment have the Stubborn special rule. In addition, if a unit from this Detachment is within 7″ of another unit from this Detachment, it does not have to take a Morale check when it loses 25% or more of its current models during a single phase (measure the distance at the end of the phase).
Warhost of Ynnead: If this Detachment includes 7 or more units, you can select one additional unit to make a Soulburst action each time a unit is destroyed.
Source: Gathering Storm II: Fracture of Biel-Tan
As of 03-21-2017 Dark Eldar Unique Item groups are…
- Artefact of Cruelty
- Diabolical Playthings
- Artifacts of the Ynnari
(See tabs for details)
The Parasite’s Kiss 5 pts:
Range 12 inches, Str 1. AP 5, Type: Pistol, Master-crafted, Poison 2+, Soul-leech = Each time the bearer inflicts an unsaved Wound with the Parasite’s Kiss it immediately gains one Wound lost previously in the battle.
The Armour of Misery 15 pts:
The Armour of Misery confers a 4+ Armour Save, a 6+ invulnerable save and the Fear special rule. All enemy units within 6? of the bearer suffer a -2 Leadership penalty.
The Animus Vitae 20 pts:
Range 8 inches, Str 4, AP 2, Type: Assault 1, One Use Only, Agonising = If an unsaved Wound is inflicted with the Animus Vitae, all models with the Power from Pain special rule (friend or foe) treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This benefit applies for the remainder of the battle and is cumulative with the Architect of Agony and/or Master of Pain special rules.
The Archangel of Pain 25 pts:
Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the Shooting phase. When he does so, each enemy unit within 9? of him must take a Leadership test with a -2 penalty; a unit suffers a single Wound, with no armour or cover saves allowed, for each point this test is failed by. Hits cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost).
The Helm of Spite 25 pts:
The bearer of the Helm of Spite, and all friendly units with the Dark Eldar Faction within 12? of the bearer, have the Adamantium Will special rule. In addition, enemy Psykers that are within 12? of the bearer suffer Perils of the Warp when they roll any double when making a Psychic test.
The Djin Blade 30 pts:
Range -, Str User, AP 3, Melee, Sentient Blade = When fighting with the Djin Blade, the wielder gains +2 bonus Attacks. Immediately after resolving all of the attacks made with this weapon, roll a single D6 – on a result of 1, the model using this weapon immediately suffers a single Wound, with no saves of any kind allowed
Syndriq’s Sump 10 pts:
At the beginning of each of his turns, the controlling player nominates one of the following special rules to apply to the bearer of Syndriq’s Sump: Fleet, It Will Not Die, Poisoned (4+) or Rampage. The effects last until the start of the controlling player’s next turn.
The Vexator Mask 10 pts:
When fighting in a challenge, the bearer’s opponent suffers a -5 penalty to their Initiative (to a minimum of 1).
Orbs of Despari 25 pts:
When a model armed with the Orbs of Despair makes a shooting attack, the controlling player can choose to throw a grenade with the following profile, rather than using another shooting weapon. Vehicles hit by an Orb of Despair are unaffected. The Orbs of Despair cannot be used in close combat. Range 8 inches, Str 1, AP 2, Type: Assault, Blast, Instant Death
Khaïdesi Haemovores 10 pts:
A model equipped with the Khaïdesi Haemovores makes D6 additional Attacks and are resolved at Strength 3 with AP-. These Attacks does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.). These Attacks are resolved during the Fight sub-phase at the Initiative 10 step, and grant the model an additional Pile In move.
Panacea Perverted 20 pts:
The bearer of the Panacea Perverted has the It Will Not Die special rule, but passes these rolls on a 4+. Furthermore, attacks with the Poisoned special rule only ever inflict Wounds on the bearer on the roll of a 6.
Nightmare Doll 35 pts:
The bearer of the Nightmare Doll adds 1 to any Feel No Pain rolls he makes. Furthermore, the Nightmare Doll automatically negates the first unsaved Wound with the Instant Death special rule that the bearer suffers, though as soon as it does so, the Nightmare Doll will immediately cease to work for the rest of the battle.
Units with the Yannari Faction that can normally choose items from the Remnants of Glory, Artefacts of Cruelty or Engimas of the Black Library can instead be equipped with an Artefact of teh Ynnari, as described and at the points cost indicated. You can take items from any/all of these lists in the same Detachment, but each model may only have one such item.
Corag Hai’s Locket 15 pts:
When the bearer destroys one or more enemy models in the Fight sub-phase, roll a dice before removing any casualties. On a 4 or more, the bearer regains a lost Wound
Hungering Blade 15 pts:
Range -, Str User, AP – Type: Melee, Flesh Bane, Blessing of Yvraine: If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has any lost Wounds restored.
The Lost Shroud 35 pts:
The bearer has the Eternal Warrior, Feel No Pain and It Will Not Die special rules. The bearer no longer has the Independent Character special rule, if applicable.
Mirrorgaze 30 pts:
The wearer has the Blind, Counter-attack and Night Vision special rules.
Ong of Ynnead 10 pts:
Range 18″, Str 1, AP 5 Type: Pistol, Bladestorm, Poisoned (2+), Deathsong: If a model is killed by this weapon in the Shooting phase, its unit must take a take a Morale check at the end of the phase”
Soulsnare 25 pts:
Range 8″, Str 3, AP 2 Type: Assault 1, Blast, Instant Death, One Use Only
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
Kabalite Raiding Party Formation
Kabalite Raiding Party Formation
Restrictions: All units in this Formation, except the Archon, must take a Raider or Venom Dedicated Transport if they have the option to do so. The Archon may choose whether or not to take a Venom Dedicated Transport.
Special Rules:
Architect of Agony: If the Archon in this Formation is your Warlord and he is alive, all units in this Formation with the Power from Pain special rule treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This is cumulative with the Agonising and/or Master of Pain special rules.
Hunt from the Shadows: During the entire first game turn, and during any turn in which the Night Fighting rules are in effect, all Troops units from this Formation have a 5+ cover save, and all other units from this Formation have a 6+ cover save.
Realspace Raider: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Dark Eldar.
Source: Codex: Dark Eldar
Grotesquerie Formation
Requirements: Urien Rakarth or 1 Haemonculus, 2 units of Grotesques
Restrictions: None.
Special Rules:
Freakish Spectacle Latest Experiments: After determining Warlord Traits, but before deploying the first unit in your army, roll a D6 and look up the result on the Latest Experiments Table. All units of Grotesques in this Formation receive the characteristics bonus or special rule listed on the table for the duration of the battle.
Source: Supplement: Haemonculus Covens
Scarlet Epicureans Formation
Requirements: 1 Haemonculus, 1 Cronos, 2 Units of Wracks
Restrictions: None.
Special Rules:
Freakish Spectacle Macabre Collectors: All units of Wracks from this Formation that are within 12? of this Formation’s Haemonculus have the Precision Strikes special rule.
Master of Epicureans: The units of Wracks in this Formation treat the current turn as being one higher than it actually is when determining what special rules they benefit from as the result of the Power from Pain special rule. This is cumulative with the Master of Pain or Father of Pain special rules (see Codex: Dark Eldar). Furthermore, if this Formation’s Haemonculus is your army’s Warlord, do not roll to determine his Warlord Trait; he automatically has the Master Epicurean Warlord Trait.
Source: Supplement: Haemonculus Covens
Scalpel Squadron Formation
Requirements: 2 Units of Wracks, 2 Venoms
Restrictions: Each unit of Wracks in the Formation must be given one of the Formation’s Venoms as a Dedicated Transport.
Special Rules:
Freakish Spectacle First Pickings: If a unit from this Formation completes the First Blood Secondary Objective, the controlling player scores D3 Victory Points instead of the usual 1.
Surgical Excision: All of the Wrack units in this Formation begin the game embarked upon their Venom transports, and must be placed in Reserve. All units in this Formation arrive automatically in the controlling player’s first turn, and must deploy by Deep Strike.
Source: Supplement: Haemonculus Covens
Corpsethief Claw Formation
Restrictions: The unit of Talos must include 5 models, even though this is not normally allowed.
Special Rules: Freakish Spectacle, Scout.
Let the Harvest Begin: Each time a unit from this Formation completely destroys an enemy non-vehicle unit in close combat, the controlling player scores 1 Victory Point. In missions where players earn Victory Points for completely destroying enemy units, the controlling player will score 1 additional Victory Point each time a unit from this Formation completely destroys an enemy non-vehicle unit in close combat.
Source: Supplement: Haemonculus Covens
Dark Artisan Claw Formation
Requirements: 1 Haemonculus, 1 Talos, 1 Cronos
Restrictions: None.
Special Rules: Freakish Spectacle
Follow Me, My Children!: All units in this Formation must be fielded as a single unit, even though this is not normally allowed. Models with the Independent Character special rule cannot join this unit.
Master of Diabolical Machines: This Formation’s Talos and Cronos add 1 to the Weapon Skill and Initiative characteristics on their profile. Furthermore, if this Formation’s Haemonculus is your army’s Warlord, do not roll to determine his Warlord Trait; he automatically has the Master Artisan Warlord Trait.
Source: Supplement: Haemonculus Covens
Covenite Fleshcorps Formation
Requirements: 1 Haemonculus, 3 units of Wracks, 3 Raiders
Restrictions: Each unit of Wracks in the Formation must be given one of the Formation’s Raiders as a Dedicated Transport.
Special Rules: Freakish Spectacle.
Master of Flesh: As long as the Formation’s Haemonculus is alive, his Master of Pain special rule affects all units of Wracks in this Formation within 12?, not just his own unit. Furthermore, if this Formation’s Haemonculus is your army’s Warlord, do not roll to determine his Warlord Trait; he automatically has the Master of Apotheosis Warlord Trait.
Source: Supplement: Haemonculus Covens
Carnival of Pain Formation
Restrictions: The units in this Formation must adhere to all of the restrictions detailed in each of the corresponding Formation datasheets.
Special Rules: Freakish Spectacle.
Lord of Pain: As long as Urien Rakarth (or the Haemonculus from the Grotesquerie Formation) is alive, his Father/Master of Pain special rule affects all non-vehicle units in this Formation.
The Torturer’s Art: All non-vehicle models from the Carnival of Pain re-roll failed To Wound rolls of a 1 in close combat.
Source: Supplement: Haemonculus Covens
Blackheart Talon Formation
Requirements: 1 Flyer Wing consisting of 2 Razorwing Jetfighters and 2 Voidraven Bombers
Restrictions: One of the Voidraven Bombers must be the Wing Leader.
Special Rules:
Close Escort: If the Formation is in an Attack Pattern then the Razorwing Jetfighters receive the Interceptor special rule until the start of their next turn, in addition to the other benefits that the Attack Pattern confers. In addition, enemy Flyers cannot engage the Voidraven Bombers from this Formation in a Dogfight if any of the Razorwing Jetfighters from this Formation are also in Reserve.
Priority Target: After deployment is complete, pick one enemy unit as the Priority Target for this Formation. All of the Flyers in this Formation have the Preferred Enemy rule when they attack the Priority Target.
Source: Supplement: Death from the Skies
Purge Coterie Formation
Requirements: 1 Archon, 1 Kabalite Warriors Unit, 1 Raider, 1 Reaver Unit
Restrictions: None.
Special Rules:
Marked for Death: At the start of each friendly turn, pick an enemy unit within line of sight of the Archon. All other units from this Formation have the Preferred Enemy special rule against the unit picked until the start of your next turn.
Source: Start Collecting!: Dark Eldar
Triumvirate of Ynnead Formation
Triumvirate of Ynnead Formation
Requirements: Yvraine, The Visarch, The Yncarne
Restrictions: None.
Special Rules:
Heralds of Rebirth: Friendly non-vehicle units from an Ynnari Formation or Detachment that are within 12″ of two models from the Triumvirate of Ynnead have the Fearless special rule. Whilst all three models from this Formation are on the battlefield, all friendly units with the Ynnari Faction on the battlefield have the Fearless special rule.
Ynnead’s Chosen: If all three models from this Formation are on the battlefield, you can add 1 to any rolls made for the Avatar of Ynnea, Champion of Ynnead, and Herald of Ynnead special rules
Source: Gathering Storm II: Fracture of Biel-Tan
Soulbound Vanguard Formation
Requirements: 2 units of Dire Avengers, 1 unit of Incubi, 1 unit of Wyches
Restrictions: None.
Special Rules:
Chosen Warriors: While a unit from this Formation is joined by the Visarch and/or Yvraine, add 1 to the Weapon Skill and Ballistic Skill characteristics of the models in that unit. This bonus does not increase the characteristics of the Visarch or Yvraine.
The Vigour of Old: While a unit from this Formation is within 7″ of another unit from this Formation, it has the Furious Charge special rule.
First of the Reborn: Units from this Formation can make a Soulburst action if they are within 14″ of a unit that is destroyed, rather than 7″.
Source: Gathering Storm II: Fracture of Biel-Tan
Aeldari Bladehost Formation
Requirements: 2 units of Wyches, 2 units of Storm Guardians or Black Guardians, 2 Troupes
Restrictions: None.
Special Rules:
United in Life: If, at the start of Fight sub-phase, two units from this Formation are locked in combat with the same enemy unit, they gain the Hatred special rule until the end of the phase. If three or more units from this Formation are locked in combat with the same enemy unit at the start of the Fight sub-phase, they also gain the Preferred Enemy special rule until the end of the phase.
United in Death: Before choosing a unit from this Formation to make a Soulburst action, you can declare that the whole Formation is United in Death. If you do so, the Soulburst action you choose applies to all units from the Formation. You may only use this ability once per turn, and only if no unit from this Formation has made a Soulburst action this turn”
Source: Gathering Storm II: Fracture of Biel-Tan
Ynnead’s Net Formation
Requirements: 1 Warlock Conclave, 1 unit of Wind Riders, 1 unit of Reavers, 1 unit of Skyweavers
Restrictions: The Warlocks of the Warlock Conclave must all be upgraded to Warlock Skyrunners.
Special Rules:
Acolytes of Ynnead: Whenever a unit from this Formation destroys an enemy unit, or is itself destroyed, put a dice to one side until your next Psychic phase. In your next Psychic phase, the Warlock Conclave generates an additional Warp Charge point for each dice set aside in this way.
The Net is Cast: All units in this Formation must be set up in Reserve. Make a single Reserve roll for the Formation in each of your turns from the second, which you can choose to re-roll. When this Formation arrives from Reserve, each unit moves onto the table as described for Reserves, except that each unit must move on from a different table edge (including your opponent’s)
Source: Gathering Storm II: Fracture of Biel-Tan
Whispering Ghost Hall Formation
Whispering Ghost Hall Formation
Restrictions: None.
Special Rules: Fear.
Reborn Souls: Non-character models in this Formation can re-roll To Hit rolls of 1 that target enemy units within 12″ of a character from this Formation.
Spirit Whispers: Enemy units locked in combat with any units from this Formation suffer a -2 penalty to their Leadership when taking Fear tests.
Source: Gathering Storm II: Fracture of Biel-Tan
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