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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ So i'll admit i haven't bought the latest codex for Drukhari but with the way our faction has been handled it's like a death spiral of gets no new units, lose old units, becomes less popular and then that starts the cycle of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> cutting more units from the army list.  Remember when we had 3 different beast types, several archon's retinue types, Urien Rakarth, Grotesques, Vect and maybe others i have forgotten (mandrakes were gone for a while but finally got a re-make)?  Most of these units have been gone for years with no new releases.  The only "new" character we got was Lady Malys who last i checked <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had in the 5th edition rules and during 8th edition put her and Lelith into the ynnari faction lore-wise and seemed to be attempting to phase out the actually non-ynnari drukhari by leaving them in commoragh getting sucked into the warp which was also caused by the ynnari.  In fact in many ways i think our latest army list has less options than the 5th edition one (including getting no baron, no duke sliscus, no mandrake leader, etc.).<br /> <br /> Anyway i stopped playing Drukhari and <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  I used to hate this but i realized <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't care about Drukhari a long time ago so why should i.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 02:39:25]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Question:<br /> If you've stopped playing Drukhari, stopped playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and dont care, why bother posting about any of it?]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 03:02:41]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805160.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/>Question:<br /> If you've stopped playing Drukhari, stopped playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and dont care, why bother posting about any of it?</div></blockquote>To see if anything changed, maybe?<br /> <br /> Edit: And unfortunately, Dark Eldar are still pretty limited. They can be powerful, but they're not well-supported.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 03:18:40]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I don't think they've ever liked them, they were a Fantasy holdover that they never really knew what to do with. They probably came very close to going the way of the original squats.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 03:45:02]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think eldar are in a weird spot as a whole, where they tried to do a reboot. But it kind of fell through. <br /> The dark eldar need some love and effort, but I’m not sure what at this stage. <br /> Honestly I just kind of hate the Ynnari, they could have easily done everything better without them tied to the factions like a little ball and chains. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 04:20:38]]> GMT</pubDate>
				<author><![CDATA[ Apple fox]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805155.page"><b>flamingkillamajig wrote:</b></a><br/>So i'll admit i haven't bought the latest codex for Drukhari but with the way our faction has been handled it's like a death spiral of gets no new units, lose old units, becomes less popular and then that starts the cycle of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> cutting more units from the army list.  Remember when we had 3 different beast types, several archon's retinue types, Urien Rakarth, Grotesques, Vect and maybe others i have forgotten (mandrakes were gone for a while but finally got a re-make)?  Most of these units have been gone for years with no new releases.  The only "new" character we got was Lady Malys who last i checked <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had in the 5th edition rules and during 8th edition put her and Lelith into the ynnari faction lore-wise and seemed to be attempting to phase out the actually non-ynnari drukhari by leaving them in commoragh getting sucked into the warp which was also caused by the ynnari.  In fact in many ways i think our latest army list has less options than the 5th edition one (including getting no baron, no duke sliscus, no mandrake leader, etc.).<br /> <br /> Anyway i stopped playing Drukhari and <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  I used to hate this but i realized <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't care about Drukhari a long time ago so why should i.</div></blockquote><br /> <br /> Yes, they care.  No they don't care enough right now. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 05:12:04]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805155.page"><b>flamingkillamajig wrote:</b></a><br/>So i'll admit i haven't bought the latest codex for Drukhari but with the way our faction has been handled it's like a death spiral of gets no new units, lose old units, becomes less popular and then that starts the cycle of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> cutting more units from the army list.  <br /> ...<br /> In fact in many ways i think our latest army list has less options than the 5th edition one (including getting no baron, no duke sliscus, no mandrake leader, etc.).</div></blockquote><br /> I counted up the total number of units we had in 3rd edition and compared it to the number we have now not too long ago.  I don't recall the exact count, but we're right at the cusp of breaking even or possibly having fewer units than before depending on how you look at it. <br /> <br /> We could definitely use more model support, and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> should be ashamed every time they release a primaris lieutenant when they let three different drukhari units fall to Legends with the latest codex release. I'll also say that I think drukhari (and eldar in general) have kind of struggled to "fit" into the general design direction of the last couple of editions. Moving away from customizable characters (Crucible rules not withstanding) combined with not getting a lot of unit releases means that our already limited faction lost a lot of its options.  10th edition is kind of a cage match with smaller tables, magic circles that you have to stand on if you don't want to lose the game, and lots of beefy units with decent charge threat ranges running around. Speed-as-defense mechanics have become more and more limited over time too.  All of which combines to kind of limit how <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can design drukhari.  It kind of forces us to either be hyper-efficient enough at trading units to win a haymaker contest, or else we aren't efficient enough and just lose. <br /> <br /> <br /> BUT! All that said, I don't think any of this is a lack of interest on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s part. We *did* finally just get Malys as well as a new archon.  Our current rules are pretty decent despite the limitations of 10th. In 9th edition, we were considered a menace for a lot of the edition. We got Queen of Knives not too long ago, and we get some decent rep in the Void Scarred  and Da Big Dakka novels.  So we've been powerful. We've had novels. We're just criminally undersupported in terms of models. <br /> <br /> <blockquote class="uncited"><div> (mandrakes were gone for a while but finally got a re-make)?</div></blockquote><br /> Mandrakes were never gone. They went from pewter to finecast to the new kill team plastic models, but their rules have always been in the codex. <br /> <br /> <blockquote class="uncited"><div>The only "new" character we got was Lady Malys who last i checked <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had in the 5th edition rules and during 8th edition put her and Lelith into the ynnari faction lore-wise and seemed to be attempting to phase out the actually non-ynnari drukhari by leaving them in commoragh getting sucked into the warp which was also caused by the ynnari.  </div></blockquote><br /> Malys isn't really Ynnari. At least not directly. She's just anti-Vect, and Vect is anti-Ynnari.  Lelith was pro-Ynnari for a while but has recently kind of distanced herself from them both physically and politically (as have most of the named aeldari characters.) <br /> <br /> Most of the characters we lost were presumably the result of the whole Chapter House lawsuit and the resulting no-model-no-rules policy.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> opting to cut them instead of supporting them with models is very frustrating, and giving Malys back to us is definitely a two steps forward one step back situation. (And I say that as a Poisoned Tongue player who adores Malys.)<br /> <br /> <blockquote class="uncited"><div>Anyway i stopped playing Drukhari and <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  I used to hate this but i realized <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't care about Drukhari a long time ago so why should i.</div></blockquote><br /> Meh. Like I said. We're in a weird spot. We've lost wargear options and units for either avoidable reasons or no seemingly no reason at all. Frankly, a lot of the charm that made me love drukhari back in the day simply isn't present in their current rules. But it's hard to say that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't care about us given that our current rules are pretty playable and our 9th edition rules considered very strong. <br /> <br /> To me, it does feel like our faction suffers from being deprioritized compared to other factions (mainly marines), but it doesn't feel like we're being intentionally neglected. I think we're just better suited to a version of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> that is very different from the magic circles and no-customizability version we have right now.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 09:56:34]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Craftworld Eldar have had major updates in 9th and 10th Edition. <br /> <br /> Dark Eldar? Sure it been 15 years since their much needed overhaul, but their current plastic range is still modern looking. Sure there are units they once had (Trueborn, Fancy Wyches, Beastmaster and Co, Court of the Archon, Vect and a bunch of character options) which aren’t part of it right now.<br /> <br /> Which isn’t a huge amount. Granted, so not a huge amount it’s probably highly frustrating to <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players that those remain outstanding.<br /> <br /> I’m not sure what else could be added to the Dark Eldar though. Mostly because I’m not familiar with them, let alone modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> But for reimagining? <br /> <br /> Trueborn and Elite Fancy Wyches need more than just more fancy weapons. They need weapons which feel fancy. Now, Trueborn used to have access to Shard Carbines, and of course had (or could upgrade to?) a 4+ save. Which made them feel a cut above.<br /> <br /> But if we elevate both units to be Minor Nobles Of Some Personal Wealth? Then you’ve a background source for them having really quite dirty combos. Like how Vanguard Veterans could (still can?) really load for bear if you wanted.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 10:20:24]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I’m not sure what else could be added to the Dark Eldar though. Mostly because I’m not familiar with them, let alone modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.</div></blockquote><br /> <br /> Honestly, we'd be in okay shape if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> had just updated/supported the various options they've taken away from us over the years. Even setting aside trueborn and blood brides...<br /> <br /> * Grotesques. I was really surprised they let these guys go to legends because they're like a quarter of the Coven untis in the army, and because making these guys into interesting 3-model kits similar to Flawless Blades, various 3-man primaris squads, etc. would be really easy.  The whole point of these guys is that they're customizable lab experiments so just make a kit that builds a brutal melee monster version and a zany weird esoteric weapon version  (double liquifier flamer squad that bleeds acid on you when you hurt them?) <br /> <br /> * Beast Packs: Rather than consolidating these guys down, expand them out. Give each type of beast its own job (clawed fiends are hammer units that you have to hide on approach, razorwings are multi-wound distracts with fly that prevent enemeis from shooting distant foes while they're near, khymarae have invulns and respawn models whne enemies fall back or fail battleshock).  Beast masters either unlock improved versions of the beasts powers or just generically make them more mobile or lethal. (<span class="glossaryitem" onmouseover='gp(707);'>CP</span> discounts or charge rerolls.)<br /> <br /> * The Court is full of interesting types that could be broken out into their own units.  Give us lhameans as a squad with different cool bits of wargear and weaponry to flesh out that unexplored subfaction a bit. Same thing with Sslyth; give us a peek into their culture with a whole squad of snakes. Medusae could be interesting characters that you spread through your army so they can "record footage" of interesting moments and help expand the weapon options of your other units. Ur-ghuls are the odd duck and maybe make more sense as beast pack units in my opinion. <br /> <br /> * A drukhari reaper that leans into haywire as a way of temporarily disabling a target rather than killing it outright would lean into the "playing with your food" vibe drukhari used to have and would create an interesting play option of kicking threats down the road instead of just wiping them out immediately. <br /> <br /> * Characters with bike/wing/skyboard options to lead our more mobile units could change the ways  you use those units. <br /> <br /> * Dracons, Haemonculi Ancients, and Syrens/Dracites could open up additional rules that modify how you play with other existing units. So could the various named characters we've lost over the years for that matter. <br /> <br /> Drukhari are in this weird position where <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has taken away about as many options over the years as its given. My harlequins feel like they've been neglected because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> just didn't feel like giving them new toys. But my drukhari feel like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has actively been taking their toys away over the years because they couldn't be bothered to support the stuff they'd already given us.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 10:40:37]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Given Titus and Huron both just got best friend units, I'd wager the Court coming back isn't a hard sell anymore.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 11:51:14]]> GMT</pubDate>
				<author><![CDATA[ Gert]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I'd expect a big <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wave in 11th edition.<br /> <br /> There's a danger of this being wishful thinking - but there really isn't all that much left to refresh across wider <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> People struggle to imagine new stuff because it obviously steps on toes - but this hasn't been a problem for any other faction (Marines most obviously, but also Necrons and Tyranids in recent editions), so not really sure why its a limiting feature for Dark Eldar. There's no reason a faction that's been in the game since 3rd edition should be limited to about the same number of units as the Votann.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 12:00:30]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805216.page"><b>Tyel wrote:</b></a><br/>I'd expect a big <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wave in 11th edition.<br /> <br /> There's a danger of this being wishful thinking - but there really isn't all that much left to refresh across wider <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> People struggle to imagine new stuff because it obviously steps on toes - but this hasn't been a problem for any other faction (Marines most obviously, but also Necrons and Tyranids in recent editions), so not really sure why its a limiting feature for Dark Eldar. There's no reason a faction that's been in the game since 3rd edition should be limited to about the same number of units as the Votann.</div></blockquote><br /> <br /> Oldest standing ranges are:<br /> Dark eldar<br /> Grey knights<br /> Daemons<br /> <br /> All who have mostly 5th edition sculpts.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 12:13:36]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805217.page"><b>Dudeface wrote:</b></a><br/>Oldest standing ranges are:<br /> Dark eldar<br /> Grey knights<br /> Daemons<br /> <br /> All who have mostly 5th edition sculpts.</div></blockquote><br /> <br /> Yeah.<br /> Grey Knights are odd - because a 1:1 swap requires essentially two kits, maybe 3 if you think including the options for all the regular power armour units is a bit much.<br /> This admittedly isn't very imaginative, and they may want to take the faction in a different direction. Which might be harder to think up.<br /> <br /> Daemons is more of a mess. I don't think they are destined to be squatted (which now means what... you disappear from the game for 30~ years then come back again?)<br /> But I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is unsure whether they are meant to be an aggregate thing or mono-god. If monogod then bulking out the respective Chaos Space Marine Chapter book makes a bit of sense even if thats bad for existing Daemons players. <br /> <br /> But while this is logical and works for <span class="glossaryitem" onmouseover='gp(694);'>AoS</span>, I'm not sure they are going to go that way. Belakor is a great model and almost justifies a daemons army on his own.<br /> Which would suggest you could maybe re-imagine the roster with less emphasis on Fantasy equivalents (so long chariots etc) - and more undivided elements that form a unified army. The classic unit types survive, but get joined by more stuff in the middle.<br /> <br /> Same sort of problem as <span class="glossaryitem" onmouseover='gp(27);'>DE</span> though. "We want more Kabal units. Okay just have melee Kabalites. What, like Wyches and Wracks? Okay make some shooty Wracks. What, like Kabalites?"<br /> But I think with a proper range refresh this is potentially less of a burden. Even if the yawning mouth of Legends opens wide.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 13:01:17]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ They explicitely put Dark Eldar weapons on the new Corsair Viper, so it's not that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> totally forgot about them existing. <br /> I think Ynnari are the one faction post-Kirby one could say noone at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> cares about. <br /> I'm sure <span class="glossaryitem" onmouseover='gp(27);'>DE</span> will return in 11th. They had to solve 2nd and 3rd edition craftworlds first, and now it's time for 5th Edition <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. Granted, putting in Corsairs in between looks strange, but for all we know <span class="glossaryitem" onmouseover='gp(50);'>GW</span> still works partly from what their Designers just want to do, even if it's nichés that seem less important than other existing factions.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 14:10:38]]> GMT</pubDate>
				<author><![CDATA[ Sgt. Cortez]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Given how few units Dark Eldar “need”*, I sometimes wonder if it feels like the players are in McDonalds. Watching their burger rapidly cool whilst they await their fries, as some morbidly obese** bloke’s tray is loaded up with serving after serving after serving of fries.<br /> <br /> *for a given value of that word.<br /> <br /> **referring to the size of the Space Marine range, not its players.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 16:01:12]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ It seems pretty clear that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> planned to unify the Eldar in 8th along with the rest of the faction streamlining and it just didn't take.  It does seem like they decided to support them properly but I suspect that got added to the queue behind everything else and something that just now is finally looking like it might get addressed.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 17:32:54]]> GMT</pubDate>
				<author><![CDATA[ LunarSol]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I don't think they were going to unify them fully, 8th was the tail end of Kirby marketing where <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was die hard trying to maximise on investment. <br /> <br /> It's why instead of replacing Marines with new sculpts they put them in the same army - bloating marines by doubling the range count. <br /> <br /> It's why the tried to do a new faction that was just 3 models and then "whatever eldar/darkeldar you want" just smushed together. <br /> <br /> <br /> Dark Eldar are just behind other factions; don't forget they were ahead of Craftworld for a long time and Craftworld were even less loved - running around with a lot of really old finecast and early Aspect Warriors. They've only just caught up in a big way and that's without being a "new edition box" faction or such. <br /> <br /> Dark Eldar are just behind the Craftword, Necrons and Tyranids in these big updates. <br /> <br /> Eldar are getting close to the end of updates/additions so the rate of new things will ease off for them. There's thus a ripe gap where Dark Eldar can step in for a range update either bit by bit or as a new main antagonist faction in a new edition etc.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 18:00:56]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I don’t agree Eldar lagged behind.<br /> <br /> Did they get what people wanted (Plastic Aspect Warriors)? Nope.<br /> <br /> But every edition they got <i>something</i> new. The jets, the Wraithknight and Wraithblades, the Doom Weaver, the Autarch.<br /> <br /> They’ve also done….kinda alright for redos since 3rd Ed. At least compared to Dark Eldar.<br /> <br /> Again, imperfect knowledge of the faction, but in terms of new? Dark Eldar have their jets, the Not-Talos, Grotesques being Embiggened and Wracks filling the old Grotesque role. Beastmaster got some new pets.<br /> <br /> And so, they’ve barely expanded since their 3rd Ed debut. The massive redo was a cracker, I don’t think anyone can dispute that. And of those? Only three are still available.<br /> <br /> Further comparison? For 3rd Ed, Dark Eldar had….<br /> <br /> 1. Archon. 2. Succubus. 3. Haemonculus. 4. Dark Eldar Warriors. 5. Wyches. 6. Beastmaster & Warp Beasts. 7. Jetbikes. 8. Scourges. 9. Hellions. 10. Scourges. 11. Raiders. 12. Ravagers. 13. Mandrakes. 14. Talos. 15. Incubi.<br /> <br /> 3rd Ed Craftworld Eldar had…<br /> <br /> 1. Avatar. 2. Farseer. 3. Striking Scorpions. 4. Howling Banshees. 5. Fire Dragons. 6. Swooping Hawks. 7. Warp Spiders. 8. Dark Reapers. 9. Dire Avengers. 10. Guardian Defenders. 11. Storm Guardians. 12. Wave Serpenet. 13. Falcon. 14. Fire Prism. 15. Wind Rider Jetbikes. 16. Vyper Jetbikes. 17. Shining Spears. 18. Warlocks. 19. Support Weapons. 20. Wraithguard. 21. Wraithlord. 22. Scouts/Rangers. 23. War Walkers. <br /> <br /> Don’t think I’ve missed anything, except special characters. If we added those in, Eldar do even better. I’ve not added them as I can’t remember, and don’t have the book to check, which were included in Codex Eldar. But straight off the bat you’ve 6 Phoenix Lords and Asurmen, compared to….4 with models for Dark Eldar (Vect, Kruella, Incubi Dude, Lelith). Wait, 5. Haemonculus Big Boss.<br /> <br /> Now of course, credit where it’s due Dark Eldar were a brand new range. And to be honest? Despite Bloody Awful Rules, 15 units for launch is a respectable number. Spesh compared to today (laughs at Chaos Legion armies).<br /> <br /> But that they’ve added and retained all of <i>three</i> units since then? That’s pathetic.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 18:13:51]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up, if you don't like dark eldar, then you're out of luck, but if you do like them, then you're probably happy with their lack of attention, that's at least my opinion. <br /> <br /> I did enjoy the original (3e) designs for raiders, ravagers, and the reaver jetbikes, the new reaver jetbikes are still good, the raiders look strange with their sails, so I think it was a downgrade. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 18:50:41]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805283.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Given how few units Dark Eldar “need”*, I sometimes wonder if it feels like the players are in McDonalds. Watching their burger rapidly cool whilst they await their fries, as some morbidly obese** bloke’s tray is loaded up with serving after serving after serving of fries.<br /> <br /> *for a given value of that word.<br /> <br /> **referring to the size of the Space Marine range, not its players.</div></blockquote><br /> <br /> I think its that the Dark Eldar are already (and only) halfway fluffed.  The Imperium is led by their God Emperor.  Everything they do is for/because of him.  The Heretic Astartes are devoted to the Ruinous Powers.  The Eldar have their own God, AND created one of the Ruinous Powers.  The Dark Eldar act like they're devoted to the Ruinous Powers but... aren't?  Or not Really?  Not Very?  All of them but Slaanesh who still hates Dark Eldar?  Or doesn't?   But they're still not devoted to Slaanesh in some sort of Benny from the Mumm (better to be in the right hand of the Devil than in his path)  <br /> <br /> They need someone who wants to add the second half there.  Hopefully someone more creative than "Just Make them Mirrors like the space Marines".  The Dark Eldar should have some sort of god/supernatural.  I suppose what I would do - with what little I know of them so far - is to take one of the ones who are supposedly fallen from the pantheon, and put them on death's door, and all the slaves, carnage, pain and whatever is what's feeding them to stay alive. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 21:03:27]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805363.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805283.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Given how few units Dark Eldar “need”*, I sometimes wonder if it feels like the players are in McDonalds. Watching their burger rapidly cool whilst they await their fries, as some morbidly obese** bloke’s tray is loaded up with serving after serving after serving of fries.<br /> <br /> *for a given value of that word.<br /> <br /> **referring to the size of the Space Marine range, not its players.</div></blockquote><br /> <br /> I think its that the Dark Eldar are already (and only) halfway fluffed.  The Imperium is led by their God Emperor.  Everything they do is for/because of him.  The Heretic Astartes are devoted to the Ruinous Powers.  The Eldar have their own God, AND created one of the Ruinous Powers.  The Dark Eldar act like they're devoted to the Ruinous Powers but... aren't?  Or not Really?  Not Very?  All of them but Slaanesh who still hates Dark Eldar?  Or doesn't?   But they're still not devoted to Slaanesh in some sort of Benny from the Mumm (better to be in the right hand of the Devil than in his path)  <br /> <br /> They need someone who wants to add the second half there.  Hopefully someone more creative than "Just Make them Mirrors like the space Marines".  The Dark Eldar should have some sort of god/supernatural.  I suppose what I would do - with what little I know of them so far - is to take one of the ones who are supposedly fallen from the pantheon, and put them on death's door, and all the slaves, carnage, pain and whatever is what's feeding them to stay alive. </div></blockquote>Dark Eldar don't need gods.<br /> They need more model and rule support.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 21:05:06]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805363.page"><b>Breton wrote:</b></a><br/><br /> <br /> They need more inspiration for the models and rules.<br /> </div></blockquote><br /> <br /> To add to that, they have pretty much the one base.  The Rogue/Assassin using poison to make people suffer long agonizing deaths.  There are no warriors, priests, or wizards to speak of.  Look at the space marine chapters.  They have the same basic fluff - God Emperor, (a) Primarch (who will also sort of show up on the second list), gene seed, and on and on.  But they also generally have at least two variations.  Terminators.  Librarians, Chaplain, Bikes.  Transports.  Weapon types (Melta/Flames/Thunderhammers), Scouts, Dreads, Bionics, and on and on.  Those are usually/often tied to their Primarch's personality.  I'm not saying Dark Eldar should get Chapter Tactics, I'm saying they don't have a second thing let alone several second things that let you mix and match.  Even the Black Templars - where they took away the wizard they added the Emperor's Champion so you still had another thematic element to build around.  Ynnead is the bridge between Eldar and Dark Eldar.  Ynnead was allied with Dromlach.  Who represents Death often.  And supposedly exists in the warp and the physical plane simultenously (which would give  Dark Eldar an "out" for having psykers. ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 21:51:12]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Dark Eldar have been fairly neglected as it goes since they arrived in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. They had to use their 3e codex and miniatures until well into 5th edition, and once that 5th edition update (which was great) came around they didn't get anything else except a couple of flyers and a forgeworld unit for the next what, 5 editions? A killteam of mandrakes and an upgrade sprue, I'm not missing anything, right?<br /> <br /> So it's clear that no one at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is that excited by or interested in <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. Which is a shame, because I think they're a lot cooler than CE and have much cooler models. But as BanjoJohn says, I was happy that they were still the old 5e models when I went and bought an armies worth, because it meant they were cheaper than many other armies and still mapped onto what I liked from the earlier editions. <br /> <br /> But I can well remember the feeling of neglect that comes from being invested in the current game and wanting releases for your faction that you love. So I empathise with Dark Eldar fans who feel frustrated. And I think it really wouldn't be so hard to at least stem the bleeding of units from Dark Eldar. But when nobody in the Studio is excited about your army this is what happens.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 22:00:56]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are the only real sentient faction they've not tried to give any humanising to.<br /> <br /> They have been riding the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> apologising and trying to make traitor primarchs and marines somehow only misguided, rather than selling their souls for temporal power.<br /> <br /> Ahriman is sympathetic despite being in the 'worships tzeentch marines' codex. They push these elements on traitor marines I suppose so people don't feel so bad playing them. They want to be able to picture themselves the hero even if its a rebel hero.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are still in the moustache twirling evil for the <span class="glossaryitem" onmouseover='gp(84);'>lols</span> camp. They've gotten no redeeming qualities.<br /> <br /> so in the current paradigm of <span class="glossaryitem" onmouseover='gp(50);'>gw</span> selling factions to kids, they are a harder sell than marines that don't want to be shackled to blind obedience.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the only way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are going to care about this if they can develop their background with some sympathetic undertones - perhaps an archon that doesn't torture to invigorate, or only attacks 'bad' factions to do it. A dexter type. someone that has some kind of redeeming quality.<br /> <br /> The necrons got their sympathetic revamp, orks are always relatively innocent and fun while every other faction has aspects people can latch on to.<br /> <br /> But the pure distilling of humans into slannesh repellant aspect of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> makes them really hard to sell to the same people that like the other factions.<br /> <br /> Maybe people that like the daemon armies, but they're disappearing into marine codexes, marines that have whole novel series humanising them for the reader.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 22:53:55]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805391.page"><b>Hellebore wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are the only real sentient faction they've not tried to give any humanising to.<br /> <br /> They have been riding the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> apologising and trying to make traitor primarchs and marines somehow only misguided, rather than selling their souls for temporal power.<br /> <br /> Ahriman is sympathetic despite being in the 'worships tzeentch marines' codex. They push these elements on traitor marines I suppose so people don't feel so bad playing them. They want to be able to picture themselves the hero even if its a rebel hero.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are still in the moustache twirling evil for the <span class="glossaryitem" onmouseover='gp(84);'>lols</span> camp. They've gotten no redeeming qualities.<br /> <br /> so in the current paradigm of <span class="glossaryitem" onmouseover='gp(50);'>gw</span> selling factions to kids, they are a harder sell than marines that don't want to be shackled to blind obedience.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the only way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are going to care about this if they can develop their background with some sympathetic undertones - perhaps an archon that doesn't torture to invigorate, or only attacks 'bad' factions to do it. A dexter type. someone that has some kind of redeeming quality.<br /> <br /> The necrons got their sympathetic revamp, orks are always relatively innocent and fun while every other faction has aspects people can latch on to.<br /> <br /> But the pure distilling of humans into slannesh repellant aspect of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> makes them really hard to sell to the same people that like the other factions.<br /> <br /> Maybe people that like the daemon armies, but they're disappearing into marine codexes, marines that have whole novel series humanising them for the reader.<br /> <br /> <br /> <br /> </div></blockquote><br /> <br /> Well yes and no.  The novels recently seem to be pushing the ‘cycle of abuse’ and ‘trapped by their society’ angles.<br /> <br /> Essentially they’re how they are because they’re all abused as children on a societal level and anyone who doesn’t act like <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are supposed to act is brutally killed by the system.<br /> <br /> You see that in the Lelith novel and the Voidscarred novel rams it home with the former Wych who is a Corsair for the freedom to act how she wants, especially the ability to *not* be as nasty and brutal as <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need to be.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> it threads a good line where the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are pretty openly vicious and sadistic, but to some extent it’s bravado with the sympathetic angle being they’re just as trapped on their paths as the Craftworlders by the society they live in. They can’t choose *not* to be vicious and sadistic unless someone provides and exit for them.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2026 23:21:02]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805391.page"><b>Hellebore wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are the only real sentient faction they've not tried to give any humanising to.<br /> <br /> They have been riding the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> apologising and trying to make traitor primarchs and marines somehow only misguided, rather than selling their souls for temporal power.<br /> <br /> Ahriman is sympathetic despite being in the 'worships tzeentch marines' codex. They push these elements on traitor marines I suppose so people don't feel so bad playing them. They want to be able to picture themselves the hero even if its a rebel hero.<br /> </div></blockquote>  I didn't get they were trying to give them redeeming qualities so much as they were borrowing Obi-Wan's "Certain point of view" treatment.  What little "humanizing" they got was for the Primarchs not their followers.  Horus having to pick between falling and dying.  Magnus was trying to do the "wrong thing" (warning the Emperor through a psychic visitation) for the right reasons and got spanked by the Emperor (and Russ) for doing it.  Typhus manipulated Morty into falling.  The Primarchs are very much playing with Nature vs Nurture without actually moving the needle either direction.<br /> <blockquote class="uncited"><div><br /> The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are still in the moustache twirling evil for the <span class="glossaryitem" onmouseover='gp(84);'>lols</span> camp. They've gotten no redeeming qualities.<br /> <br /> so in the current paradigm of <span class="glossaryitem" onmouseover='gp(50);'>gw</span> selling factions to kids, they are a harder sell than marines that don't want to be shackled to blind obedience.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the only way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are going to care about this if they can develop their background with some sympathetic undertones - perhaps an archon that doesn't torture to invigorate, or only attacks 'bad' factions to do it. A dexter type. someone that has some kind of redeeming quality.<br /> <br /> The necrons got their sympathetic revamp, orks are always relatively innocent and fun while every other faction has aspects people can latch on to.<br /> <br /> But the pure distilling of humans into slannesh repellant aspect of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> makes them really hard to sell to the same people that like the other factions.<br /> <br /> Maybe people that like the daemon armies, but they're disappearing into marine codexes, marines that have whole novel series humanising them for the reader.<br /> <br /> </div></blockquote><br /> <br /> You are correct in that they need more fluff than they have.  And fluff that works better.  They need more reason for why they do what they do, and more archetypes for how they do it. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 02:37:00]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805400.page"><b>Lord Zarkov wrote:</b></a><br/><br /> Well yes and no.  The novels recently seem to be pushing the ‘cycle of abuse’ and ‘trapped by their society’ angles.<br /> <br /> Essentially they’re how they are because they’re all abused as children on a societal level and anyone who doesn’t act like <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are supposed to act is brutally killed by the system.<br /> <br /> You see that in the Lelith novel and the Voidscarred novel rams it home with the former Wych who is a Corsair for the freedom to act how she wants, especially the ability to *not* be as nasty and brutal as <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need to be.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> it threads a good line where the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are pretty openly vicious and sadistic, but to some extent it’s bravado with the sympathetic angle being they’re just as trapped on their paths as the Craftworlders by the society they live in. They can’t choose *not* to be vicious and sadistic unless someone provides and exit for them.</div></blockquote><br /> Good summary. But to Hellebore's point, they never really risk coming across as softening the drukhari in a way that makes you think they <i>aren't </i>absolute monsters. So they feel vaguely tragic and like they have a reason for being sadistic monsters, but ultimately they <i>are </i>sadistic monsters.  <br /> <br /> Compare to Ahriman who is sometimes one of the less moustache-twirly characters in his books, so one could easily fall prey to making the mistake of thinking he's "not so bad" just because they made him relatively sympathetic in some ways.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>BanjoJohn wrote:</cite>I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up,  </div></blockquote><br /> There is a certain amount of truth to this. I really like the 5th edition warrior and wych kits, and I'm not particularly looking forward to the eventual update we'll presumably get at some point. Long live the interchangeable non-monopose kits! Like I said earlier, I think the problem with drukhari is as much <span class="glossaryitem" onmouseover='gp(50);'>GW</span> taking things away as it is failing to give us new stuff. With index drukhari, my nitpicking was that I wanted options or different rules for existing units; not necessarily that I wanted a bunch of new units in general. <br /> <br /> <blockquote><div><cite>Sgt. Cortez wrote:</cite><br /> I think Ynnari are the one faction post-Kirby one could say noone at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> cares about. <br /> </div></blockquote><br /> I'm not sure they're apathetic towards Ynnari; I think they're actively irritated by them. As Overread says, it seems like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was planning to combine the elves grand alliance style circa late 7th/early 8th, but then <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> was a real stinker upon initial release, so they backed off.  Since then, Ynnari have gone from having a lot of momentum and being framed as the central focus of all things aeldari to just being some fringe subfaction that all the named characters have started distancing themselves from. This coming along with several editions of rules where it becomes harder and harder to put a ynnari army on the table that matches the fluff from the campaign books and novels that they appear in. <br /> <br /> It seems like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was poised to make some big choices with the ynnari, then abandoned all those big choices and are left trying to backpedal.  It's quite frustrating. <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805320.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><br /> <br /> Again, imperfect knowledge of the faction, but in terms of new? Dark Eldar have their jets, the Not-Talos, Grotesques being Embiggened and Wracks filling the old Grotesque role. Beastmaster got some new pets.</div></blockquote><br /> "Not-Talos is the Cronos, and it's actually been around since 5th edition in the same kit as the current Talos.  They just spend a lot of time not being very popular competitively. One of those units that the designers seem to have a lot of trouble getting right. I always liked their 5th edition rules. They weren't great at killing marines (which was their main problem), but it *felt* good to take out an enemy model and hand out pain tokens. Nice and visceral. Really sold the fluff the rules were trying to represent.<br /> <br /> <blockquote class="uncited"><div><br /> Further comparison? For 3rd Ed, Dark Eldar had….<br /> <br /> 1. Archon. 2. Succubus. 3. Haemonculus. 4. Dark Eldar Warriors. 5. Wyches. 6. Beastmaster & Warp Beasts. 7. Jetbikes. 8. Scourges. 9. Hellions. 10. Scourges. 11. Raiders. 12. Ravagers. 13. Mandrakes. 14. Talos. 15. Incubi.</div></blockquote><br /> Also Dracons/Dracites. You could maybe count the mounted versions of each of those too depending on how much of the 10th edition paradigm you want to inject. But agreed, the variety in their lineup was pretty decent upon release. <br /> <br /> I think part of the frustration with our model support is that, in addition to our overall list of options not really increasing over time, a lot of the options we have been given have been dropped over time. So if you got attached to any of the really cool named characters from 5th edition, or if you built true born and blood bride squads from 5th onward, or if you built haemocytes in 9th, or if you liked warp beasts or grotesques ever, you've had those options taken away seemingly because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> just doesn't prioritize your faction enough to make a kit for the relatively small roster of units that have been around for decades. And meanwhile, they're cranking out primaris lieutenants every five minutes. <br /> <br /> When we were waiting on phoenix lords to get updated (setting aside Karandras for now), every lieutenant made me say, "This could have been a phoenix lord."  After losing the court, the beasts, and the grotesques this edition, every plastic kit another faction gets makes me go, "This could have been a classic drukhari unit."<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805216.page"><b>Tyel wrote:</b></a><br/>I'd expect a big <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wave in 11th edition.<br /> </div></blockquote><br /> <br /> I suspect you're right. Something like the beast pack feels like a unit <span class="glossaryitem" onmouseover='gp(50);'>GW</span> might release as a Kill Team.  The grotesques really should have been updated with the codex, but they're easy enough to reintroduce whenever. The court would also make a good Kill Team or could stand to be overhauled in a new book.  Dropping them in the meantime is crummy, but it's easily reversible.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 04:01:50]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805419.page"><b>Wyldhunt wrote:</b></a><br/>I suspect you're right. Something like the beast pack feels like a unit <span class="glossaryitem" onmouseover='gp(50);'>GW</span> might release as a Kill Team.  The grotesques really should have been updated with the codex, but they're easy enough to reintroduce whenever. The court would also make a good Kill Team or could stand to be overhauled in a new book.  Dropping them in the meantime is crummy, but it's easily reversible.</div></blockquote><br /> <br /> My concern is that this is all we get.<br /> <br /> I.E. instead of bringing the court back, why not a whole unit of Slyth, Lhamians, or the ghuls or whatever the other thing was. Or something weird and new they've just made up.<br /> Release some new version of Incubi who have ditched the Klaives for solid mid-tier guns. (S5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 2 damage).<br /> Obviously plastic Grots.<br /> Have Mandrakes mounted on flaming Velicoraptors. Not quite sure how you visualise it, but a monster which is effective creeping shadow that eats things.<br /> Vect (boo hiss) on the Dias of Destruction. Maybe as a multi-part kit that allows you to build a regular Tantalus.<br /> Urien can be on some throne of flesh that walks across the battlefield.<br /> Those evil Wraith Guard from the Path books.<br /> A new unit of Wyches that throw tridents and nets at people (idk kind of reaching here). Some mounted Wych unit where each model is two jetbikes or Hellions (or other vehicle) linked by monofilament wire that mows people down.<br /> Some sort of unit relating to the Dark Muses. Can provide "i can't believe its not a psyker" buffs. Probably need to expand on what the Dark Muses are, but you can't keep saying "Vect is a living muse" and pretending we are meant to care if you don't.<br /> <br /> In my view <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need a proper release that people can sink their teeth into. Not "oh yeah, here's the 3 kits we could have upgraded from Finecast and released at any time in the last decade".]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 11:01:55]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805329.page"><b>BanjoJohn wrote:</b></a><br/>I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up, if you don't like dark eldar, then you're out of luck, but if you do like them, then you're probably happy with their lack of attention, that's at least my opinion. </div></blockquote><br /> <br /> That might be true with respect to when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decides to update existing models.<br /> <br /> I don't think it applies when they take the Dark Eldar codex, rip out a third of the pages, and then release the result as the new edition's codex.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 15:07:54]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805466.page"><b>Tyel wrote:</b></a><br/><br /> Release some new version of Incubi who have ditched the Klaives for solid mid-tier guns. (S5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 2 damage).</div></blockquote><br /> That would be in the interesting position of being both lore-inaccurate but also a throwback to the incubi rules/models of 3rd edition.  Incubi used to be able to swap klaives for shredders or blasters, but also incubi-as-dark-aspect-warriors has been doubled and tripled down on over the years. And part of being an aspect warrior is the highly uniform kit.  Maybe klaivex with guns could be a sort of dark exarch parallel...<br /> <br /> <blockquote class="uncited"><div>Have Mandrakes mounted on flaming Velicoraptors. Not quite sure how you visualise it, but a monster which is effective creeping shadow that eats things.</div></blockquote><br /> Rad. Make it giant shadow bats.<br /> <br /> <blockquote class="uncited"><div>Some sort of unit relating to the Dark Muses. Can provide "i can't believe its not a psyker" buffs. Probably need to expand on what the Dark Muses are, but you can't keep saying "Vect is a living muse" and pretending we are meant to care if you don't.</div></blockquote><br /> Dark Muses are specifcally not gods.  They seem to essentially just be like, folk heroes/paragons of certain arts and virtues. But this gets a little messy in that Shaimesh is the name of both a dark muse and the brother of the world serpent (the mythical snake that Saim-Hann's symbol references).  So it's unclear whether these are two different guys or if dark muses can potentially be supernatural entities so long as they aren't "gods" per se. <br /> <br /> It's sort of like saying you revere impressive mortals rather than gods, but then one of the creatures you revere is like, Cerberus.  Technically not a "god" but similar enough in enough ways to make things confusing.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 16:27:21]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805504.page"><b>Wyldhunt wrote:</b></a><br/><br /> Dark Muses are specifcally not gods.  They seem to essentially just be like, folk heroes/paragons of certain arts and virtues. But this gets a little messy in that Shaimesh is the name of both a dark muse and the brother of the world serpent (the mythical snake that Saim-Hann's symbol references).  So it's unclear whether these are two different guys or if dark muses can potentially be supernatural entities so long as they aren't "gods" per se. <br /> <br /> It's sort of like saying you revere impressive mortals rather than gods, but then one of the creatures you revere is like, Cerberus.  Technically not a "god" but similar enough in enough ways to make things confusing.</div></blockquote><br /> <br /> Yeah. I was thinking yesterday evening that you could almost turn these into Dark Eldar Phoenix Lords if you really wanted to.<br /> They aren't "gods" but they could still be entities. You take on the... aspect of Lhilitu, Hekatii, Shaimesh etc (are you then a cosmic dragon? I'll let <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s modelling team decide) - either by donning certain equipment, or just webway trickery.<br /> <br /> This potentially uplifts them too much in the lore though and feels a bit of a cheap copy. But its a route you could go down if you wanted to expand on a strand of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> lore.<br /> Given more than 10 minutes thought you could potentially come up with something cooler.<br /> <br /> I was glancing through the 10th edition book for other ideas. The Last Hatred mentions them sometimes using undead Aeldari (paraphraising). Perhaps a bit niche - but that could be a unit.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 16:59:19]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55b4f23109bb4f5979f77edc0c9a96ba.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805491.page"><b>vipoid wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805329.page"><b>BanjoJohn wrote:</b></a><br/>I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up, if you don't like dark eldar, then you're out of luck, but if you do like them, then you're probably happy with their lack of attention, that's at least my opinion. </div></blockquote><br /> <br /> That might be true with respect to when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decides to update existing models.<br /> <br /> I don't think it applies when they take the Dark Eldar codex, rip out a third of the pages, and then release the result as the new edition's codex.</div></blockquote><br /> <br /> Yeah, removing units and character is bad sport on their part, probably because they don't want rules for models they want to stop making, but that doesn't mean they shouldn't keep supporting the people who already have those models. <br /> <br /> I'm currently working on collecting a full set of asdrubael vect to fix the supply issue tho. ]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 19:06:05]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805543.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55b4f23109bb4f5979f77edc0c9a96ba.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805491.page"><b>vipoid wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805329.page"><b>BanjoJohn wrote:</b></a><br/>I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up, if you don't like dark eldar, then you're out of luck, but if you do like them, then you're probably happy with their lack of attention, that's at least my opinion. </div></blockquote><br /> <br /> That might be true with respect to when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decides to update existing models.<br /> <br /> I don't think it applies when they take the Dark Eldar codex, rip out a third of the pages, and then release the result as the new edition's codex.</div></blockquote><br /> <br /> Yeah, removing units and character is bad sport on their part, probably because they don't want rules for models they want to stop making, <b>but that doesn't mean they shouldn't keep supporting the people who already have those models.</b> <br /> </div></blockquote><br /> <br /> You mean like this?  <a href="https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf" target="_blank" rel="nofollow">https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf</a>]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2026 19:18:40]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805544.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805543.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55b4f23109bb4f5979f77edc0c9a96ba.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805491.page"><b>vipoid wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805329.page"><b>BanjoJohn wrote:</b></a><br/>I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up, if you don't like dark eldar, then you're out of luck, but if you do like them, then you're probably happy with their lack of attention, that's at least my opinion. </div></blockquote><br /> <br /> That might be true with respect to when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decides to update existing models.<br /> <br /> I don't think it applies when they take the Dark Eldar codex, rip out a third of the pages, and then release the result as the new edition's codex.</div></blockquote><br /> <br /> Yeah, removing units and character is bad sport on their part, probably because they don't want rules for models they want to stop making, <b>but that doesn't mean they shouldn't keep supporting the people who already have those models.</b> <br /> </div></blockquote><br /> <br /> You mean like this?  <a href="https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j" target="_blank" rel="nofollow">https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j</a><br /> -maudf7cqmp.pdf</div></blockquote><br /> I'm going to scan the parts of the mini for asdrubael vect so that people can 3d print it, even though its out of print. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 01:02:07]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805544.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805543.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55b4f23109bb4f5979f77edc0c9a96ba.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805491.page"><b>vipoid wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805329.page"><b>BanjoJohn wrote:</b></a><br/>I'm generally of the opinion that the less attention <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives to an army, the less likely they are to mess it up, if you don't like dark eldar, then you're out of luck, but if you do like them, then you're probably happy with their lack of attention, that's at least my opinion. </div></blockquote><br /> <br /> That might be true with respect to when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decides to update existing models.<br /> <br /> I don't think it applies when they take the Dark Eldar codex, rip out a third of the pages, and then release the result as the new edition's codex.</div></blockquote><br /> <br /> Yeah, removing units and character is bad sport on their part, probably because they don't want rules for models they want to stop making, <b>but that doesn't mean they shouldn't keep supporting the people who already have those models.</b> <br /> </div></blockquote><br /> <br /> You mean like this?  <a href="https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf" target="_blank" rel="nofollow">https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf</a></div></blockquote><br /> <br /> I do think that while the model designers seem to hate designing <span class="glossaryitem" onmouseover='gp(27);'>DE</span> (so we get barely any new models), someone writing the rules does still seem to love them (is Phil Kelly still about?). Sure they lose units every edition after 5th, but that’s generally application of <span class="glossaryitem" onmouseover='gp(818);'>NMNR</span> and this edition’s Finecast purge. 6th/7th aside, the codex rules are generally written with plenty of flavour (as much as the edition allows) and at least ok competitively.<br /> And those most recent legends rules are excellent, up to codex standard rather than phoned in like they usually are. Makes me think the coven units at least were probably originally intended to be in before they decided on the Finecast purge.]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 01:03:50]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Background and Narrative wise, I do like the whole Different Cults aspect of Dark Eldar. But I understand it’s never really worked out in-game.<br /> <br /> And with the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> gone, I don’t think it serves any purpose in the modern game. Happy to be corrected there though. Again, not up on it.<br /> <br /> But moving away? My favourite question for any neglected army. What new units, or unit archetypes do you think would suit them?<br /> <br /> Would alien Mercs offer something new?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 21:36:00]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805717.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Background and Narrative wise, I do like the whole Different Cults aspect of Dark Eldar. But I understand it’s never really worked out in-game.<br /> <br /> And with the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> gone, I don’t think it serves any purpose in the modern game. Happy to be corrected there though. Again, not up on it.<br /> <br /> But moving away? My favourite question for any neglected army. What new units, or unit archetypes do you think would suit them?<br /> <br /> Would alien Mercs offer something new?<br /> <br /> </div></blockquote><br /> <br /> I think alien mercs is more of a tau thing - but I could see them arming their slaves with basic weapons, and an obey-or-blow-up cortex bomb.  (maybe if the whole unit is destroyed you get a Deadly Demise?)  Use Clan Rats as the inspiration.  But The Dark Eldar need a lot more archetypes.  They need the warrior, the priest, and the wizard in their leaders.  They need more units that don't lean so heavily on "poison" represented by Anti-Infantry but otherwise low S.  If Dark Eldar take on a Deathwing army its something of a laugher.  If they take on Tau its a laugher in the other direction even though the units will have pretty similar statlines.  The difference is Terminators are Infantry, and Tau suits are vehicles.  And running into Nids Big Bugs is another example. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 21:53:18]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805717.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Background and Narrative wise, I do like the whole Different Cults aspect of Dark Eldar. But I understand it’s never really worked out in-game.<br /> <br /> And with the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> gone, I don’t think it serves any purpose in the modern game. Happy to be corrected there though. Again, not up on it.</div></blockquote><br /> <br /> I think the issue is that all it's really doing is compartmentalising an already anaemic codex.<br /> <br /> After the latest round of mutilations:<br /> Kabal have 1 Generic <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 1 Special Character, 2 Infantry units and 1 Vehicle.<br /> Wyches have 1 Generic <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 1 Special Character, 1 Infantry unit and 2 Fast units.<br /> Coven have 1 Generic <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 1 Infantry unit and 2 Monsters. <br /> Then you have Mercenaries, who have 1 Special Character and 3 flavours of Infantry (only one of which relates to said special character).<br /> <br /> The options are limited enough without cutting them into pieces so small they make Harlequins look bloated by comparison.  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 23:22:40]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805717.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>My favourite question for any neglected army. What new units, or unit archetypes do you think would suit them?</div></blockquote><br /> So, before we even touch on new, we cover the returns...<br /> - Vect on Dias of Destruction - with the Dias being more than a custom Ravager (I think someone mentioned Tantalus?), and the kit giving an option to build a standard Tantalus. Also give the option for a Vect on Foot in case you go for standard Tantalus.<br /> - Grotesques, possibly as a dual-build kit with a melee unit and a ranged unit<br /> - Multiple Beastmaster & pack kits, one for each of the beasts that went walkabout (I think that's 3?), with the Beastmaster having something for mobility if the unit is especilly quick.<br /> - Court of the Archon - As someone mentioned elsewhere, the units for Huron & Titus cover this sort of thing. Maybe add an option or two to pad out?<br /> - Urien Rakarth, in even more gribbly form<br /> - Junior generic characters for each of the three main branches (which have had names for the ranks in the past, but I've forgotten them over time)<br /> - From a rules perspective, the same access to Harlequins & Corsairs as their Craftworld equivalents<br /> <br /> If I have missed anything that actually had a kit in the past, I apologise - I don't think we ever had "movement options for characters" as a release, so I'm avoiding them in the "returning" section. Also, if it doesn't have a datasheet for it now, add a datasheet for the Hand of the Archon that makes some use of the Kill Team bits.<br /> <br /> As for new?<br /> - Generic characters with movement options<br /> - May as well do a model for Baron Siliscus (or however you spell it) if doing that<br /> - A Wych unit designed to fight monsters, as I imagine that'd be a popular option in the pit fights, and the weaponry might not be the standard "Wych weapons"<br /> - Actual kits for the Truebloods & the "elite" Wych unit (Bloodbrides?) - not sure if there was a Coven equivalent<br /> - For a bit of an anvil unit, perhaps a "controlled" unit of Haemonculi'd Orks or something of that ilk - something chunky and obviously messed with that can hold an objective, has an in-unit Haemonculi pulling the strings, etc<br /> - Some form of anti-psyker character - not full-on null, but someone who makes use of weird eldritch "tech" to both counter psychic abilities and remotely mess with their heads. I'm sure there are some old bits of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wargear that might fight as equipment here<br /> - A Kabal scout unit of some form - someone has to get the webway portals into place for the raiders to burst into realspace from, after all]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 23:31:45]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think exploring the mandrake shadow kingdoms more would also be cool.<br /> <br /> That's a whole 4th cult they could expand out, with an almost chaos eldar vibe of mandrakes and shadow daemon monster troops, living shadow portals, and all sorts of craziness.]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2026 23:58:31]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite>But moving away? My favourite question for any neglected army. What new units, or unit archetypes do you think would suit them?<br /> </div></blockquote><br /> I personally think they should take a page from their Dark Elf selves and put a focus on the beast masters but bigger. Let them have a menagerie of alien monsters like the hydra or the kharibdyss that they deploy on there enemies during a raid when they really need something destroyed. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 07:25:04]]> GMT</pubDate>
				<author><![CDATA[ KingGarland]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Just ragged on the original Mandrake rules in a completely unrelated thread.<br /> <br /> Basically, and from memory, you positioned three models from the unit on the board. These represented possible locations for the squad. Each could move normally, and couldn’t be engaged (they’re not actually there). Then you eventually decided where they actually were by picking one of the markers, and deploying the squad in coherency with it.<br /> <br /> The unit then promptly did <i>nothing</i> except give away cheap <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> when your opponent promptly slaughtered them. Turns out Elves in Gimp Suits with oversized cutlery do not a thorny opponent make.<br /> <br /> Anyways. That got me to thinking. Dark Eldar are sometimes (often?) described as a Glass Cannon. But to the best of my of my knowledge, they’re currently All Glass, No Cannon. And all the fancy movement tricks in the world can’t help you if your mightiest attack is akin to tutting at someone.<br /> <br /> So how do you put some powder in their keg? I don’t think there’s anything wrong with the army requiring finesse and cunning to really work of course. So I’m not suggesting Unstoppable WomboCombo.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Speaking of Mandrakes made me check the range again. And unless I’m missing something obvious? Everything currently in the army is available as a plastic kit these days.<br /> <br /> That’s…kind of a win. Well. Perhaps more “not a loss, bit more than a draw”. Certainly it says to me nothing <i>needs</i> a resculpt. Because even the now ancient even if I don’t want to acknowledge the remorseless march of time Warriors and Wyches remain….really solid kits with lots of options. And indeed cross compatibility.<br /> <br /> And we all hopefully know by now to be very, very careful what we wish for when it comes to <span class="glossaryitem" onmouseover='gp(50);'>GW</span> Refreshses.<br /> <br /> But even that warning aside? They don’t look their age. At all. Such was the quality of the 15 years or so ago range redo.<br /> <br /> So even more, building on my previous posts? Now is the time for More Entirely New Units.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 15:00:27]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805820.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Just ragged on the original Mandrake rules in a completely unrelated thread.<br /> <br /> Basically, and from memory, you positioned three models from the unit on the board. These represented possible locations for the squad. Each could move normally, and couldn’t be engaged (they’re not actually there). Then you eventually decided where they actually were by picking one of the markers, and deploying the squad in coherency with it.<br /> <br /> The unit then promptly did <i>nothing</i> except give away cheap <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> when your opponent promptly slaughtered them. Turns out Elves in Gimp Suits with oversized cutlery do not a thorny opponent make.<br /> <br /> Anyways. That got me to thinking. Dark Eldar are sometimes (often?) described as a Glass Cannon. But to the best of my of my knowledge, they’re currently All Glass, No Cannon. And all the fancy movement tricks in the world can’t help you if your mightiest attack is akin to tutting at someone.<br /> <br /> So how do you put some powder in their keg? I don’t think there’s anything wrong with the army requiring finesse and cunning to really work of course. So I’m not suggesting Unstoppable WomboCombo.<br /> </div></blockquote><br /> <br /> How much cannon you have depends upon what units you select.<br /> My T2 is often pretty punchy when my Aircraft enter play.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 17:07:00]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Valrak has been saying for a long time that his sources say that Gray Knights and Dark Eldar are both getting major refreshes in 11th.<br /> <br /> I suspect they might be split into a few waves like the Craftworld Eldar but I hope there'll be good news for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players soon.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 17:08:45]]> GMT</pubDate>
				<author><![CDATA[ The Phazer]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/febdc7942e3d3ded6b2a8e6326e711c5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805835.page"><b>The Phazer wrote:</b></a><br/>Valrak has been saying for a long time that his sources say that Gray Knights and Dark Eldar are both getting major refreshes in 11th.<br /> <br /> I suspect they might be split into a few waves like the Craftworld Eldar but I hope there'll be good news for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players soon.</div></blockquote><br /> <br /> So long as they don't  screw over my existing <span class="glossaryitem" onmouseover='gp(305);'>GK</span>/Drukhari forces.... ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 18:43:16]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805842.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/febdc7942e3d3ded6b2a8e6326e711c5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805835.page"><b>The Phazer wrote:</b></a><br/>Valrak has been saying for a long time that his sources say that Gray Knights and Dark Eldar are both getting major refreshes in 11th.<br /> <br /> I suspect they might be split into a few waves like the Craftworld Eldar but I hope there'll be good news for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players soon.</div></blockquote><br /> <br /> So long as they don't  screw over my existing <span class="glossaryitem" onmouseover='gp(305);'>GK</span>/Drukhari forces.... </div></blockquote><br /> <br /> Hopefully the refresh kills the baby carriers for <span class="glossaryitem" onmouseover='gp(305);'>GK</span>.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 20:57:20]]> GMT</pubDate>
				<author><![CDATA[ Lathe Biosas]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/90d5428b0bde09814a9e5bc8ecd5796e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805872.page"><b>Lathe Biosas wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805842.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/febdc7942e3d3ded6b2a8e6326e711c5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805835.page"><b>The Phazer wrote:</b></a><br/>Valrak has been saying for a long time that his sources say that Gray Knights and Dark Eldar are both getting major refreshes in 11th.<br /> <br /> I suspect they might be split into a few waves like the Craftworld Eldar but I hope there'll be good news for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players soon.</div></blockquote><br /> <br /> So long as they don't  screw over my existing <span class="glossaryitem" onmouseover='gp(305);'>GK</span>/Drukhari forces.... </div></blockquote><br /> <br /> Hopefully the refresh kills the baby carriers for <span class="glossaryitem" onmouseover='gp(305);'>GK</span>.</div></blockquote><br /> <br /> <br /> It just seems crazy to me that they didn't make the opportunity to have the dreadknight as a special dreadnought chassis where the greatest heroes have their sarcophagus lowered into the daemon brawling frame. <br /> <br /> It is thoroughly unconvincing that they can go 1v1 a greater daemon using joysticks]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 21:09:10]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805820.page"><b>Mad Doc Grotsnik wrote:</b></a><br/> But to the best of my of my knowledge, they’re currently All Glass, No Cannon. </div></blockquote><br /> <br /> One of the reasons I suggested adding more "normally designed" weapons.  They lean very heavily on Poison, which this edition turns into Anti-Infantry.  Which is gangbusters against Terminators and Gravis.  And strangely Wraith?  Hilarious if they take Centurions.  Not so great against Sentinels and Tau Suits.  Or Speeders.  Or Bikers.  Their whole niche just fails in this edition.  Sitting on a motorcycle makes you immune to poison. Wearing Terminator Armor does not.  Wearing a smaller battle suit makes you immune.  Being a magical construct that has no circulatory system, or internal organs does not.<br /> <br /> They need a better representation of poison period.  And they need more options vs Tiny(think Crisis Suits) to medium vehicles (Think Sentinels, Ravagers, War Walkers, and so on) Too many units go from Splinter Rifles to Dark Lances with nothing in between. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 21:32:21]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I’m not up on the weapon stats. But would it help if the Splinter Rifles moved to a nominal S (3 or 4 say), and rather than a fixed anti-infantry, got a re-roll against infantry?<br /> <br /> Also, I don’t want this to sound like a cheap shot, but the issue feels more certain units not being infantry when perhaps they should?]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 21:43:16]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/90d5428b0bde09814a9e5bc8ecd5796e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805872.page"><b>Lathe Biosas wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805842.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/febdc7942e3d3ded6b2a8e6326e711c5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805835.page"><b>The Phazer wrote:</b></a><br/>Valrak has been saying for a long time that his sources say that Gray Knights and Dark Eldar are both getting major refreshes in 11th.<br /> <br /> I suspect they might be split into a few waves like the Craftworld Eldar but I hope there'll be good news for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players soon.</div></blockquote><br /> <br /> So long as they don't  screw over my existing <span class="glossaryitem" onmouseover='gp(305);'>GK</span>/Drukhari forces.... </div></blockquote><br /> <br /> Hopefully the refresh kills the baby carriers for <span class="glossaryitem" onmouseover='gp(305);'>GK</span>.</div></blockquote><br /> <br /> I doubt it given we JUST got an upgrade sprue for the kit.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 22:06:45]]> GMT</pubDate>
				<author><![CDATA[ LunarSol]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805900.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>I’m not up on the weapon stats. But would it help if the Splinter Rifles moved to a nominal S (3 or 4 say), and rather than a fixed anti-infantry, got a re-roll against infantry?<br /> <br /> Also, I don’t want this to sound like a cheap shot, but the issue feels more certain units not being infantry when perhaps they should?</div></blockquote><br /> <br /> Splinter Rifles are S3.  They're Anti-Infantry Lasguns.  Part of the issue is things are infantry that shouldn't be - or aren't and should be.  Part of the problem is that Poison works the same no matter the armor. A guardsman wearing a cotton shirt is more susceptible to poison than a Marine in Tactical Dreadnought Armor.  In an ideal world (pre-planning and supporting Poison, Haywire and others) every unit would have Organic and/or Mechanical keywords. Most of the issue is that too few Dark Eldar units have mid-strength stat'ed weapons or consider strength at all.  Everywhere else I see power weapons are (racial S+1).  Dark eldar are still S3.  Eldar Storm Guardians are S4.  Marines are S5. Even if everything was keyworded in a way to "properly" represent Poison Dark Eldar would still have holes for mounted, and the vehicles too "small" to require a Dark Lance.  The problem becomes even more obvious and worse when you get to the melee weapons.  They do not have power fists, chain fists, thunder hammers or anything like them.  Only Wracks have a melee with Strength higher than 4.  Because its 5.  And its Limit 1.  That's a problem against Crisis Suits.  You pretty much have to shoot them in a war of attrition.  Or if we fix the keywords, its a problem against Wraithblades. They just don't have enough units with enough tools for non-infantry in T5-T8ish ranges. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 22:43:10]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ So my feeling of “all glass, no cannon” was a pretty good guess?<br /> <br /> I get the background is about the poison being tailored to inflict a blissfully agonising death, as it’s the emotions of agony that feeds them*<br /> <br /> But, and I promise I’m just a horror fan and not a nutter? There are other ways to inflict agony.<br /> <br /> If we look to the wider setting, let’s consider the Ad-Mech Torsion cannon. A ranged weapon that uses contra-rotating Grav fields to rend and tear the victim apart.<br /> <br /> Put that in the hands of Dark Eldar. Miniaturise the tech to be infantry portable. Presto! Enemy literally crippled. Place bets on which limb will shatter first! Really in need of a drink? Slow the rotation down. Take your time. Need a quick pick me up? Dial it up and turn your target’s extremities into horrific, fleshy springs!<br /> <br /> And so on and so forth.<br /> <br /> *though who knows, maybe a single viewing of Monsters Inc could give them a whole new approach!]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:04:26]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite>I’m not up on the weapon stats. But would it help if the Splinter Rifles moved to a nominal S (3 or 4 say), and rather than a fixed anti-infantry, got a re-roll against infantry?<br /> <br /> Also, I don’t want this to sound like a cheap shot, but the issue feels more certain units not being infantry when perhaps they should?</div></blockquote><br /> <br /> Really <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the ‘poison’ weapons ought to get anti mounted, even if a worse value (E.g. 4+ rather than 3+ vs infantry). At least the guns (maybe not Lelith). It’s bizarre that horses are immune to poison and, as said up thread, fairly odd that a bike gives you that immunity as well.<br /> <br /> It’s appropriate I think that monsters need dark lances and the like to kill (though incubi do a good job in some detachments); and it’ll leave battlesuits as the only real hole.<br /> <br /> <blockquote><div><cite>Breton wrote:</cite><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805900.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>I’m not up on the weapon stats. But would it help if the Splinter Rifles moved to a nominal S (3 or 4 say), and rather than a fixed anti-infantry, got a re-roll against infantry?<br /> <br /> Also, I don’t want this to sound like a cheap shot, but the issue feels more certain units not being infantry when perhaps they should?</div></blockquote><br /> <br /> Splinter Rifles are S3.  They're Anti-Infantry Lasguns.  Part of the issue is things are infantry that shouldn't be - or aren't and should be.  Part of the problem is that Poison works the same no matter the armor. A guardsman wearing a cotton shirt is more susceptible to poison than a Marine in Tactical Dreadnought Armor.  In an ideal world (pre-planning and supporting Poison, Haywire and others) every unit would have Organic and/or Mechanical keywords. Most of the issue is that too few Dark Eldar units have mid-strength stat'ed weapons or consider strength at all.  Everywhere else I see power weapons are (racial S+1).  Dark eldar are still S3.  Eldar Storm Guardians are S4.  Marines are S5. Even if everything was keyworded in a way to "properly" represent Poison Dark Eldar would still have holes for mounted, and the vehicles too "small" to require a Dark Lance.  The problem becomes even more obvious and worse when you get to the melee weapons.  They do not have power fists, chain fists, thunder hammers or anything like them.  Only Wracks have a melee with Strength higher than 4.  Because its 5.  And its Limit 1.  That's a problem against Crisis Suits.  You pretty much have to shoot them in a war of attrition.  Or if we fix the keywords, its a problem against Wraithblades. They just don't have enough units with enough tools for non-infantry in T5-T8ish ranges. </div></blockquote><br /> <br /> Splinter rifles are S2 (I don’t think they’ve been S3 since the 5th Ed Codex came out), so they’re essentially on 6+ vs anything that isn’t infantry as it’s going to be at least T4.  The codex really struggles into mass mounted.<br /> <br /> There are a few higher S melee units. Incubi are S5 now (though their pain ability is only useful vs infantry), Archons can get to S5-6 with a soul trap depending on their weapon.<br /> All the special characters can get there as well - Malys is S5, Drazhar is S5/6 (depending on mode) and Lelith can make her special weapon wyches S5 with pain.<br /> As long as there’s not too many of the tricky units, these can make a good show of it in melee - especially in Skysplinter.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:05:53]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805917.page"><b>Lord Zarkov wrote:</b></a><br/><br /> <br /> Splinter rifles are S2 (I don’t think they’ve been S3 since the 5th Ed Codex came out), so they’re essentially on 6+ vs anything that isn’t infantry as it’s going to be at least T4.  The codex really struggles into mass mounted.<br /> </div></blockquote> Whoops, you're right, I didn't go straight down the chart and ended up over a column.<br /> <blockquote class="uncited"><div><br /> There are a few higher S melee units. Incubi are S5 now (though their pain ability is only useful vs infantry), Archons can get to S5-6 with a soul trap depending on their weapon.<br /> All the special characters can get there as well - Malys is S5, Drazhar is S5/6 (depending on mode) and Lelith can make her special weapon wyches S5 with pain.<br /> As long as there’s not too many of the tricky units, these can make a good show of it in melee - especially in Skysplinter.<br /> </div></blockquote><br /> <br /> That I don't know about, I was looking at the Battleline units not the "elites" and characters. Still S6 is not S8 and the Sentinels and such are T7.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:10:57]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805916.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>So my feeling of “all glass, no cannon” was a pretty good guess?<br /> </div></blockquote><br /> <br /> Depends of the unit and the target:<br /> Dark Lances are pretty good and can be taken in pretty scary quantities.<br /> Incubi are ridiculously lethal into medium and heavy infantry (unless they have strikes first) and in Skysplinter do good work vs pretty much everything.<br /> Post Codex disintegrator ravagers are also decent in some detachments.<br /> <br /> Everything else is very target dependent.<br /> Post Codex Wyches do good damage into light-medium infantry but bounce off most else.<br /> Haywire wrecks vehicles but nothing else<br /> Splinters are great into low save infantry (especially high T low save like Orks and basic Votann), but bounce off high saves and are useless vs non-infantry.<br /> <br /> Either way though you have to mass your firepower into a small number of targets each turn as you need the kills for more pain.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:16:29]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ It does sound like Warriors need some kind of squad weapon option.<br /> <br /> I think it would likely be a One or Other loadout, so no mixing and matching to cover lots of bases. But then with typically modest squad sizes as I understand it, the mix and match may be a risk unto itself.<br /> <br /> They’ve long since had Haywire Blasters as a tech. So why not Haywire Rifles? Because your opponent fancy suit of thick personal armour might as well be a prison if someone turns it off. Just ask the Red Butchers of Heresy Era World Eaters.<br /> <br /> No idea what the current Haywire Blaster rules are. But even S2 (Anti-Vehicle 4+ or 5+) could be a solution? And give Warriors some skin in the game as your backstop unit.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ideally modelificated as a pack-in expansion sprue.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:16:59]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11805922.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805917.page"><b>Lord Zarkov wrote:</b></a><br/><br /> <br /> Splinter rifles are S2 (I don’t think they’ve been S3 since the 5th Ed Codex came out), so they’re essentially on 6+ vs anything that isn’t infantry as it’s going to be at least T4.  The codex really struggles into mass mounted.<br /> </div></blockquote> Whoops, you're right, I didn't go straight down the chart and ended up over a column.<br /> <blockquote class="uncited"><div><br /> There are a few higher S melee units. Incubi are S5 now (though their pain ability is only useful vs infantry), Archons can get to S5-6 with a soul trap depending on their weapon.<br /> All the special characters can get there as well - Malys is S5, Drazhar is S5/6 (depending on mode) and Lelith can make her special weapon wyches S5 with pain.<br /> As long as there’s not too many of the tricky units, these can make a good show of it in melee - especially in Skysplinter.<br /> </div></blockquote><br /> <br /> That I don't know about, I was looking at the Battleline units not the "elites" and characters. Still S6 is not S8 and the Sentinels and such are T7.</div></blockquote><br /> <br /> Yeah, Sentinels can be a problem, especially if there’s lots of them. Tough enough that Dark Lances aren’t on 2+ (and there’s probably more important targets for them) and the battleline stuff is having a bad time (Lelith’s wyches aside).  Incubi will still mess them up though (and there aren’t that many better targets in guard), as will taloi at S8-9 (though they’re pretty slow and have to get there).<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805925.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>It does sound like Warriors need some kind of squad weapon option.<br /> <br /> I think it would likely be a One or Other loadout, so no mixing and matching to cover lots of bases. But then with typically modest squad sizes as I understand it, the mix and match may be a risk unto itself.<br /> <br /> They’ve long since had Haywire Blasters as a tech. So why not Haywire Rifles? Because your opponent fancy suit of thick personal armour might as well be a prison if someone turns it off. Just ask the Red Butchers of Heresy Era World Eaters.<br /> <br /> No idea what the current Haywire Blaster rules are. But even S2 (Anti-Vehicle 4+ or 5+) could be a solution? And give Warriors some skin in the game as your backstop unit.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ideally modelificated as a pack-in expansion sprue.</div></blockquote><br /> <br /> Haywire blasters are S3, anti-vehicle 4+ <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Wounds D3.<br /> <br /> The bigger harlequin ones are S4, so a 1 shot S2 one would make sense for a massed infantry version. Both guns being S2 into the less good targets would also have some symmetry.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:24:50]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I kind of feel Kabalite Warriors are fine?<br /> <br /> I guess if you are playing your friends all bikes army or someone with a fancy of Imperial Guard horsemen then they kind of suffer a bit, but how many were you bringing anyway? Into regular infantry its a BS3+ Wounding on 3s <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- gun - with assault 2 range 24. That's better than a bolter in most circumstances.<br /> <br /> And you do get a dark lance, a blaster, a blast pistol, a shredder and a splinter cannon.<br /> <br /> I find the idea that <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are dependent on poison a bit weird when its essentially just one unit. (Or I guess the Hand of the Archon, which is really just Kabalites+).<br /> <br /> Wyches blend. Incubi blend. Hellions blend. Reavers are good for objectives. Scourge with Dark Lances are great.]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:34:12]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> the poison should be more of an army rule rather than a weapon rule.<br /> <br /> Like once per phase one of each of these 6 poisons can be used by one unit that affects their attacks thusly:<br /> <br /> X<br /> Y<br /> Z<br /> <br /> <br /> Then you can have tailored poisons to monsters vehicles, characters, units etc that are more than just X+ to wound.<br /> <br /> It becomes like the craftworld battle focus that gives them a toolkit to apply mega sledgehammers where they need to<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:43:18]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805925.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>It does sound like Warriors need some kind of squad weapon option.<br /> <br /> I think it would likely be a One or Other loadout, so no mixing and matching to cover lots of bases. But then with typically modest squad sizes as I understand it, the mix and match may be a risk unto itself.<br /> <br /> They’ve long since had Haywire Blasters as a tech. So why not Haywire Rifles? Because your opponent fancy suit of thick personal armour might as well be a prison if someone turns it off. Just ask the Red Butchers of Heresy Era World Eaters.<br /> <br /> No idea what the current Haywire Blaster rules are. But even S2 (Anti-Vehicle 4+ or 5+) could be a solution? And give Warriors some skin in the game as your backstop unit.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ideally modelificated as a pack-in expansion sprue.</div></blockquote><br /> <br /> Blasters are still there, but no longer "Haywire" and ranged similar to Melta (6" pistol, 18" something) They can have four "upgrades" out of 10 models, only one of each, plus one pistol on the "sergeant".  They're the ones in the "best" shape <br /> They can have:<br /> <br /> A blaster that looks roughly parallel but weaker to a single shot Multimelta without the Melta.  Or a Meltagun with more range and less punch depending on which direction you want to go. <br /> A splinter cannon that is to Splinter Rifles as Heavy Bolters are to Heavy Bolt Rifles.  i.e. the same thing just more shots. <br /> A Shredder (Longer range S6 but still AP0 flamer)<br /> A Dark Lance (I assume everyone can draw the parallel to a lascannon)<br /> <br /> Additionally the squad leader can have a Blast Pistol which will remind you of a slightly weaker melta/inferno pistol without the Melta rule. <br /> <br /> Wyches get:<br /> The Blast Pistol on the Sergeant. <br /> <br /> Wracks get:<br /> Up to two Sniper Rifles with longer ranged but 1 shot overcharged but not hazardous plasma-ish damage <br /> And the S5 Power Weapon.  But only on the Sergeant. <br /> <br /> If you include the Dedicated Transports, the Raider is in pretty good shape.  Imagine being able to choose Las Cannon or Grav Cannon.  Not a bad range.  But the Venom is barely better than a Rhino.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805928.page"><b>Hellebore wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(72);'>Imo</span> the poison should be more of an army rule rather than a weapon rule.<br /> <br /> Like once per phase one of each of these 6 poisons can be used by one unit that affects their attacks thusly:<br /> <br /> X<br /> Y<br /> Z<br /> <br /> <br /> Then you can have tailored poisons to monsters vehicles, characters, units etc that are more than just X+ to wound.<br /> <br /> It becomes like the craftworld battle focus that gives them a toolkit to apply mega sledgehammers where they need to<br /> </div></blockquote><br /> <br />  I would have inverted the armor save for a sliding scale.  If you're attacking something with a 2+ armor save, Poison crit wounds on a 6+  If you're Attacking something with a 6+ armor save, you crit wound on a 2+, and then I'd still give their weaponry a normal S so you can normal wound something with a 2+ armor save, or Crit Wound on a 6+.  Depending on how that works out on the math, it could/should also then invoke Devastating Wounds. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Feb 2026 23:44:34]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/90d5428b0bde09814a9e5bc8ecd5796e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805872.page"><b>Lathe Biosas wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11805842.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/febdc7942e3d3ded6b2a8e6326e711c5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805835.page"><b>The Phazer wrote:</b></a><br/>Valrak has been saying for a long time that his sources say that Gray Knights and Dark Eldar are both getting major refreshes in 11th.<br /> <br /> I suspect they might be split into a few waves like the Craftworld Eldar but I hope there'll be good news for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> players soon.</div></blockquote><br /> <br /> So long as they don't  screw over my existing <span class="glossaryitem" onmouseover='gp(305);'>GK</span>/Drukhari forces.... </div></blockquote><br /> <br /> <br /> <br /> Hopefully the refresh kills the baby carriers for <span class="glossaryitem" onmouseover='gp(305);'>GK</span>.</div></blockquote><br /> <br /> I hope not.  I mean, I wouldn't mind if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> made them less stupid looking,...  i might even be tempted to replace my existing one.<br /> But i definitely dont want them to drop the unit altogether as that be screwing up my army.<br /> Or if they do drop them?  Then as long as they put them in Legends I'd also be fine.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 03:52:24]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ If we can get back to Dark Eldar…<br /> <br /> How much cannon should they have to their glass? Drawing on Oldhammer, it was the Goody Two Shoes Eldar that were your Glass Hammer.<br /> <br /> Used well, they hit like a freight train and typically didn’t leave an awful lot, bar the opposing player, to complain. But even slight errors in positioning, or not quite being in charge range leaving a unit out in the open, pants round their ankles? They were an easy army to punish. Low toughness, low model count, low to average saves will do that for you.<br /> <br /> Classic examples would be Howling Banshees. On paper? A unit of Howling Banshees was absolutely nothing to even a single heavy bolter. Heck, they were at risk from even a single squad of Guardsmen plinking away with Lasguns. But, if they got the charge? The Dice Gods need to have really, really had it in for you if they didn’t slaughter their target handily.<br /> <br /> Not only did they have decent fighty stats (High I for those draws, Power Swords for heavy hitting and those Parries to help dodge those odd losses, solid <span class="glossaryitem" onmouseover='gp(149);'>WS</span>). But those Banshee Masks crippled the enemy, reducing their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to 0 when the Banshees got the charge. Lone characters? Massacred. Squads up to but not really including Terminators? Massacred.<br /> <br /> Warp Spiders? Yeah don’t talk to non-Eldar 2nd Ed Veterans about Warp Spiders. Nobody needs to make grown men cry. But again? Catch them out, and they were rapidly toast.<br /> <br /> Even your basic Guardians, when upgraded to Shuriken Catapults were horrors. Just, as ever, horrors that went away fairly smartly if you got the chance to shoot back.<br /> <br /> And so the entire army really embraced the Glass Cannon/Hammer thing. And a poorly lead Eldar army was, probably, the easiest game of 2nd Ed you’d ever play.<br /> <br /> Dark Eldar I think really need to lean into that more. But I couldn’t say if there’s flaws in the underlying modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> rules set preventing that really coming to pass.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 09:47:01]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Dark Eldar need ways to be unpredictable to the enemy with their deployment. They need to pop up, wreck face, and duck for cover. If they fail? It's a "it was at this moment, they knew they f***ed up".<br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> really are an all-or-nothing force.<br /> <br /> For anti psychers wargear, I'd like something that has a chance of reflecting a power back onto the psychers/ nearby unit. Hit me with a force weapon? There's a 50% chance you actually stabbed yourself.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 11:18:27]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I'm playing catch-up with the thread.  In broad strokes: <br /> <br /> I'm not sure drukhari necessarily need "more cannon".  I think we just the cannon we have to be less specialized.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> switching from "Poison" to "Anti-Infantry" had some weird consequences for us in some matchups.  It used to be that all our poison weapons were decent at punching up into high toughness non-vehicles like bikes, mounted units, etc. We were even weirdly good against Monsters, though admittedly that might have been too much. Nowadays, your splinters are useless into things like bikes, and your lances are needed against vehicles, so the only part of your army that can efficiently trade with the enemy's bikes, t-cav, etc., are things like blasters (normally not something you have a ton of) and mid-strength melee units like hellions or incubi. <br /> <br /> And on a similar note, blasters getting the meltagun treatment (not having their strenght scaled up to match vehicle toughness) means that you can't reliably count on blasters to help against vehicles like you used to, which puts even more pressure on your lances. <br /> <br /> I feel like swapping "anti-infantry" on all our stuff that has it and replacing that with an army rule called "Poison" that is basically anti-everything-except-vehicles-and-monsters would help get rid of a lot of awkward interactions.  Making blasters and blast pistols competent anti-tank threats again would free up more of your dark light to reach out and help against threats that poison can't handle as well. Basically divide our offense into anti-big-stuff and anti-little-stuff rather than also having this anti-medium-stuff bracket in the middle throwing things off. <br /> <br /> Additionally or alternatively, I wish they'd bring back some of our old ability to mitigate threats temporarily.  What I *loved* about haywire back in the day was that it could *very* reliably keep an enemy vehicle out of the fight for a turn without requiring you to murder it outright.  And there used to be forum discussions about the correct number of wyches to take in a squad so that you could win combat without killing the enemy outright so you could hide in combat for a turn. The 8th/9th edition of shardnets preventing enemies from running away allowed for a similar tactic. <br /> <br /> Basically, we used to be better at pinning down a couple of threats here and there with some of our units while our hammer units dealt killing blows. And so part of playing the army was figuring out how to tie-up some threats with relatively cheap units while your more expensive units silenced the enemy for good.  It was a decent way to emphasize our skill and portray some of that "sadists playing with their food" energy. Nowadays, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> mostly just has us playing the trading pieces game where we send a suicide squad to kill an enemy unit before inevitably getting blasted to pieces in return, and the game is basically a question of whether or not you spent your suicide missiles on the right enemy targets. <br /> <br /> My favorite versions of dark eldar have always had this feeling of pulling off wins by the skin of your teeth. Where your whole fleet of raiders zoomed in to pounce on the enemy and you had wyches and incubi spilling out to tie up and kill key units, and your scourges were doing their best to haywire that big, tough thing in the back that couldn't be killed yet. And then your opponent attacked back, and some of your stuff died, but other stuff was still alive because it had taken an enemy unit hostage in melee, or because your vehicles had zoomed *so fast* they got a cover save that kept them alive for an extra turn. Modern dark eldar don't really have much of that. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> kind of gave up on it in 9th when they just made us hyper-lethal and nothing else, and 10th edition drukhari are still sort of recovering from that. Plus, we have the same issues as craftworlders where 10th edition is basically a cage match that wants you to stand out in the open standing on magic circles while you wait for the enemy to kill you. <br /> <br /> Regarding the faction being split up into subfactions too heavily, agreed. The first and best version of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doing this was 5th edition where they simply gave us troop and character options to potentially field exclusively kabal/cult/coven without having to take a bunch of the other stuff.  It felt like the fluff was being acknowledged without getting in the way. Every codex after that, the divisions have caused us to have to jump through hoops to avoid having those divisions be an active liability. 10th edition isn't terrible about this, but it does mean that half our detachments will cause you to either ignore half the codex or have chunks of your army that don't benefit from them. <br /> <br /> Anti-psyker stuff: I don't think drukhari need to go out of their way to have a ton of this, but the crucible of malediction is a classic. You could probably sprinkle around a couple other anti-psyker effects if you really wanted to. Give mandrakes an option that says their tattoos protect against warp effects. Bring back Malys's Crystal Heart psychic defense. Maybe say that getting shot by a Medusae scrambles your brains and makes psychic powers extra dangerous or unreliable to use for a turn. Etc. ]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 21:54:36]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ If you were going to swap Anti-Infantry X+ to a Poison rule, I'd have it be Poison(X+, Y+), where Y+ is for Monsters (as Poison should affect them), while the X+ is for Anti-whatever-other-keywords-we-need-to-cover-here.<br /> <br /> X+ and Y+ can then vary depending by unit/weapon.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 22:06:36]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 22:08:39]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806028.page"><b>Dysartes wrote:</b></a><br/>If you were going to swap Anti-Infantry X+ to a Poison rule, I'd have it be Poison(X+, Y+), where Y+ is for Monsters (as Poison should affect them), while the X+ is for Anti-whatever-other-keywords-we-need-to-cover-here.<br /> <br /> X+ and Y+ can then vary depending by unit/weapon.</div></blockquote><br /> <br /> Huh. Yeah, that would probably be a decent way to reflect the fluff without making splinter weapons overwhelming for <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.  Good idea.<br /> <br /> There's also a more complicated discussion to be had about what poison should actually be doing in the first place. Is it actually there to make the army more lethal? Is it more of a specialized tool (Like the death watch special ammo) that defaults to knocking out future-slaves but can come in other variants for targets that are too dangerous to leave alive?  Should it perhaps have a higher Damage stat against beefier targets but still wound with as much difficulty as a more conventional weapon? Should a volley of poisoned projectiles be assumed to have left a bunch of minor, non-lethal scratches on the target that then causes them to be debuffed or even take damage over time? <br /> <br /> The assumption in the past seems to have been this idea that you just needed to get tiny wound onto a target that otherwise wouldn't incapacitate them, and then the toxins turned the wound into something actually potent. I.e. your splinter rifle hit a carnifex in the claw, which wouldn't be lethal if we were talking about a shuriken or a bolter, but then the poison seeped into its system and did some telling damage anyway. <br /> <br /> I feel like character lhameans and wargear options for haemonculi would be great places to play around with what effects poison actually has.  Want poison weapons that work on vehicles? (A canonical thing that we had rules for an edition or two ago.) Bring a lhamean who's authorized to tell everyone to load up the special rounds she handed out before the raid.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 22:14:43]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806028.page"><b>Dysartes wrote:</b></a><br/>If you were going to swap Anti-Infantry X+ to a Poison rule, I'd have it be Poison(X+, Y+), where Y+ is for Monsters (as Poison should affect them), while the X+ is for Anti-whatever-other-keywords-we-need-to-cover-here.<br /> <br /> X+ and Y+ can then vary depending by unit/weapon.</div></blockquote><br /> <br /> Surely Monsters having, typically, loads of wounds and decent armour would be balance enough?<br /> <br /> I say this as someone who remembers the boredom of Nidzilla being occasionally alleviated when they ran into the then rare Dark Eldar, and got all pizzened 2 <span class="glossaryitem" onmouseover='gp(186);'>def</span> super quickly. Was never my win, true. But to see the smug grin of a Nidzilla Goit* wiped off their idiot chudly countenance was therapeutic.<br /> <br /> *Not to be confused with a Tyranid player who happens to like big gribbly monsters. Like how my love for Dreadnoughts, and Contemptors being well beardy in 2nd Ed Heresy are two separate things.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 22:16:14]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806031.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806028.page"><b>Dysartes wrote:</b></a><br/>If you were going to swap Anti-Infantry X+ to a Poison rule, I'd have it be Poison(X+, Y+), where Y+ is for Monsters (as Poison should affect them), while the X+ is for Anti-whatever-other-keywords-we-need-to-cover-here.<br /> <br /> X+ and Y+ can then vary depending by unit/weapon.</div></blockquote><br /> <br /> Surely Monsters having, typically, loads of wounds and decent armour would be balance enough?<br /> <br /> I say this as someone who remembers the boredom of Nidzilla being occasionally alleviated when they ran into the then rare Dark Eldar, and got all pizzened 2 <span class="glossaryitem" onmouseover='gp(186);'>def</span> super quickly. Was never my win, true. But to see the smug grin of a Nidzilla Goit* wiped off their idiot chudly countenance was therapeutic.<br /> <br /> *Not to be confused with a Tyranid player who happens to like big gribbly monsters. Like how my love for Dreadnoughts, and Contemptors being well beardy in 2nd Ed Heresy are two separate things.</div></blockquote><br /> <br /> I'm not sure, to be honest.  Monsters pay points for high toughness stats.  My gut says that having the basic weapons of an army wound Monsters on 3+ or 4+ with no regard for their Toughness would probably be easy to make imbalanced. Especially given that said weapons need to be cheap enough to also be your go-to horde-clearing tool.  <br /> <br /> Marine bolters are frequently wounding tanks on 4+ thanks to Oath of Moment.  How feels-bad would it be to have drukhari wounding similarly costed models on a 3+ army-wide for fewer points? ]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 22:20:27]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Just feels like the balancing factor of heavily theming a list.<br /> <br /> My snarky comments about Nidzilla Chudlys earlier? The price of really leaning into One Thing is, sooner or later, you’ll run into your natural counter. The army you just struggle against.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2026 22:48:10]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806029.page"><b>JNAProductions wrote:</b></a><br/>I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.</div></blockquote><br /> <br /> Why exactly is it a drag that the Marine basic weapon is equal into Terminator Armor when compared to the Dark Eldar basic weapon?]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 04:45:30]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806043.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806029.page"><b>JNAProductions wrote:</b></a><br/>I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.</div></blockquote><br /> <br /> Why exactly is it a drag that the Marine basic weapon is equal into Terminator Armor when compared to the Dark Eldar basic weapon?</div></blockquote><br /> <br /> Because the splinter rifle is a specific anti-infantry weapon on a faction about hitting hard before melting. The bolt rifle is generalist weapon held by the target the Splinter rifles are meant to be useful into.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 08:16:30]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806028.page"><b>Dysartes wrote:</b></a><br/>If you were going to swap Anti-Infantry X+ to a Poison rule, I'd have it be Poison(X+, Y+), where Y+ is for Monsters (as Poison should affect them), while the X+ is for Anti-whatever-other-keywords-we-need-to-cover-here.<br /> <br /> X+ and Y+ can then vary depending by unit/weapon.</div></blockquote><br /> <br /> Maybe they should make 'Biological' a keyword to make poisoned weapons make more sense? Also, so that poison doesn't work on Necrons?]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 12:01:59]]> GMT</pubDate>
				<author><![CDATA[ BorderCountess]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f082d130c48d7db04313896cbf686f55.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806075.page"><b>BorderCountess wrote:</b></a><br/><br /> Maybe they should make 'Biological' a keyword to make poisoned weapons make more sense? Also, so that poison doesn't work on Necrons?</div></blockquote><br /> <br /> I think this is a good idea in theory, but how many keywords do we need?  I’ve seen similar arguments about how invuln saves should also be flagged as tough/magic/dodge to help interact with things that ignore them in prior editions.<br /> <br /> If we start tagging units/guns/rules with more keywords it gives us a lot more hooks for interactions.  Which makes for some more realistic rules interactions.  We have a few now, like psychic.  Having more would allow for more granularity.  But the worry would be bloating the datasheet.  Not to make a slippery slope argument, but how many other rules besides poison could use a flag to help sort things out?  We want both a granular system that makes sense, and one streamlined enough to play.<br /> <br /> On that note, I’m fine with poison being a hard counter for monster lists.  Outside of one army, it’s pretty rare.  Sure it’s going to make some bad match ups between nidzilla and dark eldar players.  But that happens when you make skew lists.  I’d rather keep a simple “wound non-vehicles on a X+” then have to add complexity.<br /> <br /> All that said, I do think adding a biological/inorganic keyword to everything is not unreasonable.  It’s not just poison, but also stuff like haywire a some mental stuff. and terrain.  Since it has a number of things that hook off of it, it’s not unreasonable.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 13:02:24]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806055.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806043.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806029.page"><b>JNAProductions wrote:</b></a><br/>I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.</div></blockquote><br /> <br /> Why exactly is it a drag that the Marine basic weapon is equal into Terminator Armor when compared to the Dark Eldar basic weapon?</div></blockquote><br /> <br /> Because the splinter rifle is a specific anti-infantry weapon on a faction about hitting hard before melting. The bolt rifle is generalist weapon held by the target the Splinter rifles are meant to be useful into.</div></blockquote><br /> <br /> A generalist weapon?  What makes it a generalist weapon?  Is there some sort of Anti-tank profile I'm unfamiliar with?  Does it get S12 vs Monsters? <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806078.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f082d130c48d7db04313896cbf686f55.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806075.page"><b>BorderCountess wrote:</b></a><br/><br /> Maybe they should make 'Biological' a keyword to make poisoned weapons make more sense? Also, so that poison doesn't work on Necrons?</div></blockquote><br /> <br /> I think this is a good idea in theory, but how many keywords do we need?  <br /> </div></blockquote><br /> <br /> Well this was only part of the theory.  Everything should have Biological (Some dude in a shirt, a big giant bug monster) or Mechanical (a floaty tau drone, a Land Raider), or rarely both (Bikers, more?)  There are probably at least a few other categories that can be applied in similar fashion to help abilities like this be a more discerning "rule breaker". ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 14:00:53]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Do modern <span class="glossaryitem" onmouseover='gp(27);'>DE</span> offer any psychology tricks?<br /> <br /> I’m not entirely persuaded they were ever terribly effective, but originally they had grenade things which could rapidly force Break Tests?<br /> <br /> Dunno exactly what it was. Just a dim memory of Kabul Squad Leaders having grenade packs that did <i>something</i> with <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> tests.<br /> <br /> Phantasm grenades perhaps? ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 14:58:38]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ It's a drag because Kabalites, at 11.5 points per model and two shots per Kabalite, do less damage into common Infantry than an Intercessor does, with their 16 points per model and four shots per guy.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 16:00:01]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806083.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806055.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806043.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806029.page"><b>JNAProductions wrote:</b></a><br/>I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.</div></blockquote><br /> <br /> Why exactly is it a drag that the Marine basic weapon is equal into Terminator Armor when compared to the Dark Eldar basic weapon?</div></blockquote><br /> <br /> Because the splinter rifle is a specific anti-infantry weapon on a faction about hitting hard before melting. The bolt rifle is generalist weapon held by the target the Splinter rifles are meant to be useful into.</div></blockquote><br /> <br /> A generalist weapon?  What makes it a generalist weapon?  Is there some sort of Anti-tank profile I'm unfamiliar with?  Does it get S12 vs Monsters? <br /> </div></blockquote><br /> <br /> Holy mother of strawman arguments.<br /> <br /> You know it doesn't, you know that I'm comparing a specialist weapon with no <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and 1 damage that has anti-infantry 3+ to a weapon with more range, shots, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and no specialism. <br /> <br /> That doesn't magically make it an ideal anti-tank weapon. It means it's more applicable to a wider range of targets.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 16:01:04]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Was just thinking about other armies, and realised perhaps <span class="glossaryitem" onmouseover='gp(27);'>DE</span> could do with something akin to Barbgaunts?<br /> <br /> Whilst reasonably shooty, the Barbgaunts main advantage is hampering enemy movement. That seems like a tool <span class="glossaryitem" onmouseover='gp(27);'>DE</span> could do an awful lot with?]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 17:16:02]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806083.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806078.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f082d130c48d7db04313896cbf686f55.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806075.page"><b>BorderCountess wrote:</b></a><br/><br /> Maybe they should make 'Biological' a keyword to make poisoned weapons make more sense? Also, so that poison doesn't work on Necrons?</div></blockquote><br /> <br /> I think this is a good idea in theory, but how many keywords do we need?  <br /> </div></blockquote><br /> <br /> Well this was only part of the theory.  Everything should have Biological (Some dude in a shirt, a big giant bug monster) or Mechanical (a floaty tau drone, a Land Raider), or rarely both (Bikers, more?)  There are probably at least a few other categories that can be applied in similar fashion to help abilities like this be a more discerning "rule breaker". </div></blockquote><br /> At the minute I think Biological, Mechanical (which would include buildings, I guess) and Daemonic would probably cover all bases, off the top of my head? <br /> <br /> I agree that units could cover two of those categories, too - bikers, the Primario Kart, the Marine Warsuit, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Baby Carrier, etc.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 18:24:18]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>BorderCountess wrote:</cite><br /> Maybe they should make 'Biological' a keyword to make poisoned weapons make more sense? Also, so that poison doesn't work on Necrons?</div></blockquote><br /> 'Crons vs drukhari have always been a bit odd where the poison thing is concerned.  The usual explanation is that when drukhkari know they're going to find metal robots, they load up on the metallotoxic or haywire-infused rounds instead of the usual poisons. It's a workable explanation if a bit of a stretch. <br /> <br /> But obviously the real reason poison weapons work on 'crons is that mechanically having an army be immune to another army's basic guns is a nightmare in terms of game balance. Even if you off-set the problem somewhat by giving splinter weapons a pip or two of strength, you'd still have things like agonizers underperforming army-wide.<br /> <br /> <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite>Was just thinking about other armies, and realised perhaps <span class="glossaryitem" onmouseover='gp(27);'>DE</span> could do with something akin to Barbgaunts?<br /> <br /> Whilst reasonably shooty, the Barbgaunts main advantage is hampering enemy movement. That seems like a tool <span class="glossaryitem" onmouseover='gp(27);'>DE</span> could do an awful lot with?</div></blockquote><br /> I could see something like that being tied to certain unit or weapon types. Basically the idea being that the last splinter volley didn't do much *damage*, but it knicked the target a bunch and microdosed them with some paralytics making them more sluggish.  Sort of like a mobility version of the fire warrior's rule that imposes -1 to-hit on whatever they shoot at.  <br /> <br /> The question becomes one of application, I think. The current kabalite special rule does a lot to help drukhari not feel like they have to loiter in magic circles.  Tying it to the weapon profile instead of making it a unit ability would mean you'd be able to sprinkle the debuff on basically your opponnet's entire army if you were so inclined. It probably works as a strat or a character lhamean rule, etc. But then it's not helping all the other poison weapons in your army.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 18:26:37]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806092.page"><b>JNAProductions wrote:</b></a><br/>It's a drag because Kabalites, at 11.5 points per model and two shots per Kabalite, do less damage into common Infantry than an Intercessor does, with their 16 points per model and four shots per guy.</div></blockquote><br /> <br /> It’s a drag that models who cost less per model do the same damage vs <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> but slightly? less against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>?<br /> <br /> Should Khaballite Warriors at 11.5 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span> do more per model damage into anything than 16 point intercessors for some reason?  <br /> <br /> What is that reason?<br /> <br /> Is there a reason you’ve move from this gun vs that gun to this unit vs that unit?<br /> <br /> <blockquote class="uncited"><div>I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.</div></blockquote><br /> <br /> Is there a reason you’ve moved to unit vs unit, include one units one bespoke, but not any of the other bespokes or upgrades?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806093.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806083.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806055.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806043.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806029.page"><b>JNAProductions wrote:</b></a><br/>I should note that, shot per shot, a Bolt Rifle is actually equal to a Splinter Rifle into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, and better into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. It is affected by cover/Armor of Contempt, which Splinter Rifles are not, but it’s still kinda a drag.</div></blockquote><br /> <br /> Why exactly is it a drag that the Marine basic weapon is equal into Terminator Armor when compared to the Dark Eldar basic weapon?</div></blockquote><br /> <br /> Because the splinter rifle is a specific anti-infantry weapon on a faction about hitting hard before melting. The bolt rifle is generalist weapon held by the target the Splinter rifles are meant to be useful into.</div></blockquote><br /> <br /> A generalist weapon?  What makes it a generalist weapon?  Is there some sort of Anti-tank profile I'm unfamiliar with?  Does it get S12 vs Monsters? <br /> </div></blockquote><br /> <br /> Holy mother of strawman arguments.<br /> <br /> You know it doesn't, you know that I'm comparing a specialist weapon with no <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and 1 damage that has anti-infantry 3+ to a weapon with more range, shots, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and no specialism. <br /> <br /> That doesn't magically make it an ideal anti-tank weapon. It means it's more applicable to a wider range of targets.<br /> <br /> Taking one for the team after the other thread, stop having such a raging hate boner at the idea of anyone having any opinion of marines that isn't assuming they're perfect and the best.</div></blockquote><br /> <br /> You should google the definition of strawman.  I didn't change your claim.  This wasn't it. <br /> <br /> As for things I know and don't know:<br /> <br /> I know you (and the person who originally posted the observation) are comparing the basic weapon of the basic battleline unit to the basic weapon of another basic battleline unit and trying to justify (You may want to google Cherry Picking too) a reason for them to be differently powered.<br /> <br /> I know this same person lamented the (inaccurate) fact that Captain Titus with what you would call a "specialist" Anti-Infantry Chainsword did more damage into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> than a Great Unclean One.  When the <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> actually had a REAL generalist weapon with a Pick-One profile setup for Strike and Sweep.    <br /> <br /> I don't know why Khaballite Warriors with ANTI-Infantry guns should be more effective into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> vs Intercessors than a Captain with ANTI-Infantry swords into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> than a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 18:49:00]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ A splinter rifle is equal into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> <b>shot per shot</b>.<br /> An intercessor is slightly more expensive (just shy of 40% more) but has twice as many shots per model.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 21:02:20]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806132.page"><b>JNAProductions wrote:</b></a><br/>A splinter rifle is equal into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> <b>shot per shot</b>.<br /> An intercessor is slightly more expensive (just shy of 40% more) but has twice as many shots per model.</div></blockquote><br /> <br /> Now we're back into shot-per-shot?<br /> <br /> And I'm still not clear on why a BATTLELINE unit that costs ~50% shouldn't also put out ~50% of the BATTLELINE results?]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 21:12:41]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806137.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806132.page"><b>JNAProductions wrote:</b></a><br/>A splinter rifle is equal into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> <b>shot per shot</b>.<br /> An intercessor is slightly more expensive (just shy of 40% more) but has twice as many shots per model.</div></blockquote><br /> <br /> Now we're back into shot-per-shot?<br /> <br /> And I'm still not clear on why a BATTLELINE unit that costs ~50% shouldn't also put out ~50% of the BATTLELINE results?</div></blockquote>Intercessors cost less than half again the points of Kabalites, while the basic dudes put out 200% the damage into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and 225% into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.<br /> <br /> A 10-strong kabalite squad, with sarge having a rifle and max heavy weapons, expects to do 8/9ths a point of damage from 12 Splinter shots, about 2/3rds a point of damage from the Blaster, another 2/3rds from the Dark lance (I’m assuming they moved, since a lot of this is 18” range), a little over 1/3rd from the Shredder, and another 8/9ths from the Splinter cannon.<br /> In total, that’s about 3.5 damage to <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> <br /> 7 Intercessors with one grenade launcher do about 2.1 damage from rifles and 4/9ths from the Grenade launcher. Totaling about 70% the damage from just about equal points.<br /> <br /> Kabalites are slightly faster, but also significantly less durable.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 21:36:12]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806103.page"><b>Dysartes wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806083.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806078.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f082d130c48d7db04313896cbf686f55.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806075.page"><b>BorderCountess wrote:</b></a><br/><br /> Maybe they should make 'Biological' a keyword to make poisoned weapons make more sense? Also, so that poison doesn't work on Necrons?</div></blockquote><br /> <br /> I think this is a good idea in theory, but how many keywords do we need?  <br /> </div></blockquote><br /> <br /> Well this was only part of the theory.  Everything should have Biological (Some dude in a shirt, a big giant bug monster) or Mechanical (a floaty tau drone, a Land Raider), or rarely both (Bikers, more?)  There are probably at least a few other categories that can be applied in similar fashion to help abilities like this be a more discerning "rule breaker". </div></blockquote><br /> At the minute I think Biological, Mechanical (which would include buildings, I guess) and Daemonic would probably cover all bases, off the top of my head? <br /> <br /> I agree that units could cover two of those categories, too - bikers, the Primario Kart, the Marine Warsuit, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Baby Carrier, etc.</div></blockquote><br /> <br /> I would make (most?) Daemons Biological.  We already have the DAEMON keyword that could be used if you're trying to create some sort of "Holy Water" rule similar to Poison/Haywire.<br /> <br /> I would include the Kart (especially if they further refine Poison to be effective and/or applicable in a more focused manner, but not the Warsuit.  The Warsuit (and the Nemesis Dreadknight), or War Walkers, and the like as they're more parallel to the Dreadnaughts.  I think you'd have to kind of fudge the line back and forth to get the bikes and attack bike type units no matter what they look like, or this faction's dread because their model looks open topped but not that faction's because they're not.  The Kart is now a VEHICLE but is also quite obviously a replacement for the Attack Bike, and would have been an ATTACK BIKE MOUNTED if not for the potential for apothecaries to ressurrect an entire 8W Attack bike.  And few of them will be as obvious as the Kart.  Skyrunners are obviously MOUNTED bikes.  Voidweavers are far less obvious when trying to decide if they're a two crew-speeder, or an attack bike. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806140.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806137.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806132.page"><b>JNAProductions wrote:</b></a><br/>A splinter rifle is equal into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> <b>shot per shot</b>.<br /> An intercessor is slightly more expensive (just shy of 40% more) but has twice as many shots per model.</div></blockquote><br /> <br /> Now we're back into shot-per-shot?<br /> <br /> And I'm still not clear on why a BATTLELINE unit that costs ~50% shouldn't also put out ~50% of the BATTLELINE results?</div></blockquote>Intercessors cost less than half again the points of Kabalites, while the basic dudes put out 200% the damage into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and 225% into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.<br /> <br /> A 10-strong kabalite squad, with sarge having a rifle and max heavy weapons, expects to do 8/9ths a point of damage from 12 Splinter shots, about 2/3rds a point of damage from the Blaster, another 2/3rds from the Dark lance (I’m assuming they moved, since a lot of this is 18” range), a little over 1/3rd from the Shredder, and another 8/9ths from the Splinter cannon.<br /> In total, that’s about 3.5 damage to <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> <br /> 7 Intercessors with one grenade launcher do about 2.1 damage from rifles and 4/9ths from the Grenade launcher. Totaling about 70% the damage from just about equal points.<br /> <br /> Kabalites are slightly faster, but also significantly less durable.<br /> </div></blockquote><br /> <br /> And now we're back to NOT Shot-for-shot.  <br /> <br /> And your math is wrong again.  The average damage dealt by a Dark Lance is 5.5  (<span class="glossaryitem" onmouseover='gp(24);'>D6</span>+2 = Average 3.5 +2 = 5.5)  5.5 damage that hits half the time is 2.75 Damage.  2.75 Damage that wounds 83.3% of the time is 2.29.  2.29 Damage that is nullified half the time by a 4++ invuln is 1.145.  1.145 is significantly more than .667.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 21:43:41]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ How are you dealing 5.5 damage to a Terminator?<br /> Average damage into a W3 model cannot be higher than 3.<br /> <br /> Edit: I should also note I’ve plainly stated what parameters I’m using each time. It shouldn’t be confusing what math refers to what models/weapons/etc.<br /> It’s valuable to look at multiple angles, not just one.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 22:53:02]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
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<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cdf8cce6a4faee958d05df52054add74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805745.page"><b>Dysartes wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11805717.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>My favourite question for any neglected army. What new units, or unit archetypes do you think would suit them?</div></blockquote><br /> So, before we even touch on new, we cover the returns...<br /> - Vect on Dias of Destruction - with the Dias being more than a custom Ravager (I think someone mentioned Tantalus?), and the kit giving an option to build a standard Tantalus. Also give the option for a Vect on Foot in case you go for standard Tantalus.<br /> - Grotesques, possibly as a dual-build kit with a melee unit and a ranged unit<br /> - Multiple Beastmaster & pack kits, one for each of the beasts that went walkabout (I think that's 3?), with the Beastmaster having something for mobility if the unit is especilly quick.<br /> - Court of the Archon - As someone mentioned elsewhere, the units for Huron & Titus cover this sort of thing. Maybe add an option or two to pad out?<br /> - Urien Rakarth, in even more gribbly form<br /> - Junior generic characters for each of the three main branches (which have had names for the ranks in the past, but I've forgotten them over time)<br /> - From a rules perspective, the same access to Harlequins & Corsairs as their Craftworld equivalents<br /> <br /> If I have missed anything that actually had a kit in the past, I apologise - I don't think we ever had "movement options for characters" as a release, so I'm avoiding them in the "returning" section. Also, if it doesn't have a datasheet for it now, add a datasheet for the Hand of the Archon that makes some use of the Kill Team bits.<br /> <br /> As for new?<br /> - Generic characters with movement options<br /> - May as well do a model for Baron Siliscus (or however you spell it) if doing that<br /> - A Wych unit designed to fight monsters, as I imagine that'd be a popular option in the pit fights, and the weaponry might not be the standard "Wych weapons"<br /> - Actual kits for the Truebloods & the "elite" Wych unit (Bloodbrides?) - not sure if there was a Coven equivalent<br /> - For a bit of an anvil unit, perhaps a "controlled" unit of Haemonculi'd Orks or something of that ilk - something chunky and obviously messed with that can hold an objective, has an in-unit Haemonculi pulling the strings, etc<br /> - Some form of anti-psyker character - not full-on null, but someone who makes use of weird eldritch "tech" to both counter psychic abilities and remotely mess with their heads. I'm sure there are some old bits of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wargear that might fight as equipment here<br /> - A Kabal scout unit of some form - someone has to get the webway portals into place for the raiders to burst into realspace from, after all</div></blockquote>
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</div><br /> <br /> So here's what i want.<br /> <br /> Give us different bike units.  Maybe either add a ranged bike unit with assault disintegrators (<span class="glossaryitem" onmouseover='gp(123);'>str</span> 5, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2-3, damage 2, 3 shots, 18" range) or shredders and make every bike equipped with one instead of that 1 out of 3 nonsense.  That and add some better melee options to the bikes whether weapons on the bikes themselves like instead of just a lamer version of grav talon and cluster caltrops maybe make those choices interesting again (lots of melee hits for caltrops and grav talons make enemies fight last with lower weapon skill or something) and give bikes a haywire option on the bike itself in melee or something that can even take down monsters or vehicles or give the bikes better melee options like spears or some really nasty bike blades that do more than normal bladvanes.  Also make our bikes -1 to hit against shooting since the most stealthy hit and run faction deserves it if harlequins get it.<br /> <br /> I haven't checked the latest codex but incubi with a 3+/5++ would be nice and maybe give them the ability to shoot from their helmets like they used to have.  Then give them a form of webway ability like warp spiders except maybe allow them to move and jump into melee and jump out.  Also give them more options besides the klaive as melee options.  Also give them some fear options back where they scare the crap out of other units and need to make a leadership test on a certain amount to leave combat.  That or make their webway ability and/or fear helmets allow the enemy to not overwatch when they charge.<br /> <br /> I can't remember about the latest raider option but they should absolutely have assault ramps or some sort of thing for fast assaults.<br /> <br /> Improve the fear options.  Make them better and allow for more negative modifiers for enemy shooting (negative modifiers to ballistic skill, preventing overwatch or lowering their shooting ranges) or melee (strikes last or lower <span class="glossaryitem" onmouseover='gp(149);'>WS</span>).  The enemy should be disoriented, out-maneuvered and unaware.  Also the lowered enemy ranges were normal vs raiders with certain upgrades in 5th.<br /> <br /> Make archons good again.  Allow them to give out buffs if they're in a transport and when they're out of them.  Give them the option to take bikes, scourge wings, or hellions or at least give some of those options to the succubus.  They should be either melee, fear inducing or shooting power-houses.  Make them like the old Big meks where they shoot a gun at you that throws you into the warp if it rolls high enough except just make it fairly strong in general.  Make the old huskblade archons that can boost their power until they can finally face monsters in combat and win.<br /> <br /> Make haemonculus be massively anti-psyker like they used to be.  Give them some super gun (like a super hex rifle that has massive <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and instant death as well as can pick out characters) or anti-monster weapon in melee.<br /> <br /> Give us more vehicle options including the Dais of Destruction and maybe give more options to the ravager.  We absolutely need one or two super heavies.<br /> <br /> Add some sort of super monster like a talos except way bigger like a Knight.<br /> <br /> Bring back grotesques and give them more melee options like one for anti-vehicle and make flesh gauntlets anti monster and anti infantry.<br /> <br /> Give scourge a disintegrators option with 36" range and the jump-shoot-jump ability.  Scourge also need 4+/5++ if they don't have it already. <br /> <br /> More deep strike across the board, better movement ranges, better ability to lower incoming damage, better ability to tank for covens and better ability to increase damage and fear.<br /> <br /> Bring back Medusae and have them do negative modifiers against the enemy if any enemies get wounded by them to make archon assaulting with them easier.<br /> <br /> Make lhamean poison super strong and go through a lot of <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and hurt monsters and infantry really well.<br /> <br /> Make poisoned attacks do more damage and have more <span class="glossaryitem" onmouseover='gp(6);'>ap</span> in general.<br /> <br /> Add a grenade type like phantasm except launched by haemonculus covens that makes enemies fight and hurt each other and do damage against themselves and/or prevent overwatch or count as if they're in melee.<br /> <br /> More and better snipers for covens.  There's no way a faction built around killing enemy leaders and causing mass panic in their opponents shouldn't like snipers or some form of enemy character killing.<br /> <br /> -------------<br /> <br /> Some of these options would be fun but dark eldar have become increasing boring to play as.  Last i played necrons could teleport out of combat and shoot into wych squads nets or no and a lot of things that could shoot into combat could kill wyches as well.  Such a disappointment.  That and any game with a lack of cover was just painful to play as dark eldar.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 23:41:53]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806151.page"><b>JNAProductions wrote:</b></a><br/>How are you dealing 5.5 damage to a Terminator?<br /> Average damage into a W3 model cannot be higher than 3.</div></blockquote><br /> Average Damage into a 3 wound model can be higher than three but above three is lost. Unless it becomes Mortal. <br /> <br /> You said <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> not Tactical Terminator Squad.  To me that means everybody with a T5 2+/4++ or close enough for napkin math.  And Terminator Captains have 6.  Assault Terminators with Storm Shields have 4.  Bloodcrushers are fairly close to <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and have four wounds.   Hellflayers at T6 wtih a 4++ are even closer to Terminator Identical to qualify as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.  Broadside Battle Suits at T6, with a 2+ armor save also remind me quite a bit of Terminators.  Especially if they fix the keyword problem already discussed.  They have 8 Wounds.  Carnifexes and Screamer-Killers are less close this go round, but still a little close.  Rubric Marines are closer to <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> than <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and they only have two.  Sekhetar Robots have 4. Chaos Spawn have four. Allarus Custodians have four.  Vertus Praetors have 5. Cthonian Earthshakers have 6. Biovores have 5. <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2026 23:46:25]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I said <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> That’s terminator equivalent, so T5 W3 with a 2+/4++ these days.<br /> <br /> Is this where I accuse you of lying because you misinterpreted what I wrote?]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 00:10:54]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Now change the title to "Does <span class="glossaryitem" onmouseover='gp(50);'>GW</span> even care about Harlequins?"   <img src="/s/i/a/2d02b2a257db456c87907c8cd3a46cc0.gif" border="0"> <br /> <br /> But seriously,  its been a long road to rebuild the Eldar range,  and with Craftworlds mostly refreshed, along with the reintroduction of Harlequins and Corsairs.  It will very likely be the turn of Drukhari to get an overhaul in the next edition.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 00:12:30]]> GMT</pubDate>
				<author><![CDATA[ SamusDrake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I'd be amazed if they aren't next since they strike me as the Xenos force that is in the greatest need of an update. <br /> <br /> Eldar, Necrons and Tyranids are all very up-to-date across most of their range, yes each has still got a few things that would be nice to update, but the majority is updated.<br /> <br /> Orks feel like the same (I'm less keyed into their rate of updates/additions)<br /> <br /> Genestealer Cults and Votann are both new and pretty modern. <br /> <br /> Tau might be next after Dark Eldar, at least Tau feel like they've still got potential for some updates. <br /> <br /> <br /> <br /> Alongside that there's likely going to be a big update for the demon factions now that they are separated out. I'm fully expecting to see <span class="glossaryitem" onmouseover='gp(50);'>GW</span> revise the core demon models and split them between Fantasy and <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. ]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 00:25:52]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806159.page"><b>JNAProductions wrote:</b></a><br/>I said <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> That’s terminator equivalent, so T5 W3 with a 2+/4++ these days.<br /> <br /> Is this where I accuse you of lying because you misinterpreted what I wrote?</div></blockquote><br /> That's very aggressive and rude after I just explained and listed a whole host of other units that are Terminator Equivalent if not literally Terminators in and of themselves; I'm told this sort of post isn't allowed, but I have yet to see much evidence. ]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 00:48:46]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ You included Chaos Spawn as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> Broadening a term that much makes it basically useless.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 00:55:18]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806156.page"><b>flamingkillamajig wrote:</b></a><br/><br /> I haven't checked the latest codex but incubi with a 3+/5++ would be nice and maybe give them the ability to shoot from their helmets like they used to have.  Then give them a form of webway ability like warp spiders except maybe allow them to move and jump into melee and jump out.  Also give them more options besides the klaive as melee options.  Also give them some fear options back where they scare the crap out of other units and need to make a leadership test on a certain amount to leave combat.  That or make their webway ability and/or fear helmets allow the enemy to not overwatch when they charge.</div></blockquote><br /> Incubi have a lot of that already! They have the 3+/5++ (because they're sith aspect warriors). They *sorta* have the gun hats. Said gun hats are called Tormentors, and they're reflected by a special rule that forces battleshock tests in the fight phase.  So the hat is there. The fear rule is there. The hat just isn't very gun-like at the moment. <br /> <br /> Giving them weapon options would be a bit weird given that they're meant to basically be aspect warriors.  I think I mentioned on an earlier page that this could potentially be an interesting way to call back to the days when they could take shredders and blasters and show them diverging ever further from Arhra's teachings, but it would also be a bit of a bummer to lose that parody they have with aspect warriors. They don't have their *own* webway assault tech (and it would be kind of weird to retcon them as being pseudo warp spiders at this point), but you can take an archon with webway tech. It's a fun tactic. <br /> <br /> <blockquote class="uncited"><div>I can't remember about the latest raider option but they should absolutely have assault ramps or some sort of thing for fast assaults.</div></blockquote><br /> They do actually! The raider got several flavorful rules in the codex including an ability that is *essentially* assault ramps.  It only works for wych cult units, but the kabal and coven rules are pretty snazzy in their own right. <br /> <br /> <blockquote class="uncited"><div>Improve the fear options.  Make them better and allow for more negative modifiers for enemy shooting (negative modifiers to ballistic skill, preventing overwatch or lowering their shooting ranges) or melee (strikes last or lower <span class="glossaryitem" onmouseover='gp(149);'>WS</span>).  The enemy should be disoriented, out-maneuvered and unaware.  Also the lowered enemy ranges were normal vs raiders with certain upgrades in 5th.</div></blockquote><br /> I can get behind the idea of making drukhari especially good at tossing around stacking debuffs as a form of defense. Not sure if I'd tie it to "fear" specifically. See: any recent thread about morale and how best to handle it. <br /> <br /> <blockquote class="uncited"><div>Make archons good again.  Allow them to give out buffs if they're in a transport and when they're out of them.  Give them the option to take bikes, scourge wings, or hellions or at least give some of those options to the succubus.  They should be either melee, fear inducing or shooting power-houses.  Make them like the old Big meks where they shoot a gun at you that throws you into the warp if it rolls high enough except just make it fairly strong in general.  Make the old huskblade archons that can boost their power until they can finally face monsters in combat and win.</div></blockquote><br /> Yes please! Though to be fair, the soul trapping super-charged archon is a bit of a thing again as of the codex. But absolutely yes to being able to use their abilities on a boat, and yes to giving them mobility options. Although I guess the winged and mounted units all have very specific cultures to them these days that archons might not jive with. It doesn't make a *ton* of sense for an archon to be a member of a scourge cult, for instance. (Although we do have at least one or two examples of bird-obsessed archons.)<br /> <br /> <blockquote class="uncited"><div>Make haemonculus be massively anti-psyker like they used to be.  Give them some super gun (like a super hex rifle that has massive <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and instant death as well as can pick out characters) or anti-monster weapon in melee.</div></blockquote><br /> I don't know if haemonculi were ever "massively" anti-psyker, but bringing back a sufficiently impressive version of the crucible of malediction would be nice. As would bringing back their more esoteric weapons in general.  I love the fleshcrafter aspect of haemonculi, but I feel like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has been doing them a disservice by ignoring the Cthulhu portals, nightmare dolls, murder mirrors, etc. Generally, I want a fleshcrafting support haemonculus, a specialized poison haemonculus (and/or a lhamean character), and a weird esoteric weapon haemonculus. <br /> <br /> <blockquote class="uncited"><div>Give us more vehicle options including the Dais of Destruction and maybe give more options to the ravager.  We absolutely need one or two super heavies.<br /> <br /> Add some sort of super monster like a talos except way bigger like a Knight.</div></blockquote><br /> I kind of feel like superheavies in general were a bad idea for the game, but a coven knight *would* be super cool. As a Malys fan and Poisoned Tongue player, I'm obligated to say that a Dais of Destruction would be "terrible" and "shouldn't happen" and "definitely not a super cool idea."<br /> <br /> <blockquote class="uncited"><div>Bring back grotesques and give them more melee options like one for anti-vehicle and make flesh gauntlets anti monster and anti infantry.</div></blockquote><br /> I want their weapons to be more or less the same, but I want different builds for different body types. Have your hulk smash beefcakes, but also a version that's pumped full of drugs and bleeding acid, or a version that's made to be crazy fast, etc. Play around with the body horror options.<br /> <br /> <blockquote class="uncited"><div>Give scourge a disintegrators option with 36" range and the jump-shoot-jump ability.  Scourge also need 4+/5++ if they don't have it already. </div></blockquote><br /> Already have the 4+/5++ from their ghostplate armor, so good news there. I'm not sure they really need disintegrators?  Generally, you want to shoot dissies at the same targets you'd shoot splinter cannons at.  Unless you're shooting at a vehicle target and fishing for 5s or 6s to wound, at which point you'd probably rather have one of the anti-tank guns instead.<br /> <br /> <blockquote class="uncited"><div>More deep strike across the board, better movement ranges, better ability to lower incoming damage, better ability to tank for covens and better ability to increase damage and fear.</div></blockquote><br /> Yeah. I miss feeling <i>fast</i>.  And I miss speed-as-defense. It used to feel nice moving your whole army 18" in a turn and getting a cover save out of it, then switching into "attack mode" and pouncing on your prey the following turn.<br /> <br /> <blockquote class="uncited"><div>Bring back Medusae and have them do negative modifiers against the enemy if any enemies get wounded by them to make archon assaulting with them easier.</div></blockquote><br /> Seconded, though I'd make them generally useful for all units. I'm not sure they really *need* to be an archon/kabal-only thing. Let them get that tasty battlefield "footage" for succubae and haemonculi too! I see these guys being a great points filler option that just gives a squad of your choosing a little more punch.<br /> <br /> <blockquote class="uncited"><div>Make lhamean poison super strong and go through a lot of <span class="glossaryitem" onmouseover='gp(6);'>ap</span> and hurt monsters and infantry really well.</div></blockquote><br /> I either want a character Lhamean that lets you play around with poison weapon profiles, or I want a whole squad of them with weird poison-centric wargear.  I kind of <i>like </i>them not having good <span class="glossaryitem" onmouseover='gp(6);'>AP</span> though. In addition to being a balancing factor, it helps to convey the idea that their weapons aren't crackling with power fields or whatever but that when they *do* strike home, they absolutely ravage biological systems with their toxins.<br /> <br /> <blockquote class="uncited"><div>Make poisoned attacks do more damage and have more <span class="glossaryitem" onmouseover='gp(6);'>ap</span> in general.</div></blockquote> <br /> Why would poison weapons be innately good at bypassing armor? Is the idea that they're so dangerous when they graze you that the armor's weak points are that much more of a liability? <br /> <br /> <blockquote class="uncited"><div>Add a grenade type like phantasm except launched by haemonculus covens that makes enemies fight and hurt each other and do damage against themselves and/or prevent overwatch or count as if they're in melee.</div></blockquote><br /> Used to love phantasm launchers and torment launchers. Would absolutely be onboard with these making some sort of thematic return.  Grenades up to 18" but only vs non-vehicle targets? Debuff dispensers?  I'd hesitate to make them proper guns again purely because warrior squads already have up to 5 different profiles to resolve, but there are so many fun things <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <i>could </i>do with these. <br /> <br /> <blockquote class="uncited"><div>More and better snipers for covens.  There's no way a faction built around killing enemy leaders and causing mass panic in their opponents shouldn't like snipers or some form of enemy character killing.</div></blockquote><br /> Agreed. Or if not covens specifically, snipers for <i>someone</i>. Tbf, I do understand the logic that anyone traveling around outside of their spire in Commorragh is moving fast enough and in three dimensions that sniping with something like a hex rifle might be tricky. But we do know that canonically archons get nervous about dark lances trying to pick them out of the skies while they travel. <br /> <br /> I can also totally imagine assassin types who get paid by covens in body mods and weird wargear in exchange for their services. Some dude with chameleonic skin latched onto the side of a spire by his talon feet while he lines up a shot with a hex rifle...<br /> <br /> <blockquote class="uncited"><div>Some of these options would be fun but dark eldar have become increasing boring to play as.  Last i played necrons could teleport out of combat and shoot into wych squads nets or no and a lot of things that could shoot into combat could kill wyches as well.  Such a disappointment.  That and any game with a lack of cover was just painful to play as dark eldar.</div></blockquote><br /> Yeah. As I said in a previous post, I think 10th edition's overall playstyle is a little hostile to drukhari. The tables are smaller, so <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can only let us be so fast.  The primary objective (and usually several of the secondary objectives) in a given game is almost always about standing around on magic circles and holding ground. Mechanics like Jink and Flat-Out have been gone for a while, and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems reluctant to let people reliably take enemy units hostage in melee.  So the whole playstyle of zooming around and temporarily disabling key units while your expensive units kill things for good is kind of a no-go. <br /> <br /> I still enjoy my drukhari, but most of the things I liked about them (game-wise) when I first started collecting them in 5th edition are gone.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1628bc470e0cbbd1ce537d119082130d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806161.page"><b>Overread wrote:</b></a><br/><br /> <br /> Tau might be next after Dark Eldar, at least Tau feel like they've still got potential for some updates. <br /> </div></blockquote><br /> <br /> Do Tau need a lot of updates? Their fire warriors got updated when breachers were introduced not too terribly long ago. I feel like most of their <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> have been released/updated since then too. The kroot stuff all got refreshed/added recently.  The big suits are all from 6th or 7th edition onward and don't strike me as showing their age.  What does that leave to update? The tanks and pirahnas maybe?]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 01:02:26]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806165.page"><b>JNAProductions wrote:</b></a><br/>You included Chaos Spawn as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> Broadening a term that much makes it basically useless.</div></blockquote><br /> <br /> Its T5, and has a 4+/5++.  Its not that broad. ]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 01:23:35]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806170.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806165.page"><b>JNAProductions wrote:</b></a><br/>You included Chaos Spawn as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> Broadening a term that much makes it basically useless.</div></blockquote><br /> <br /> It’s T5, and has a 4+/5++.  It’s not that broad. </div></blockquote>Terminators are, normally, T5 W3 2+/4++.<br /> There is wargear that changes that (Storm Shields) and <span class="glossaryitem" onmouseover='gp(528);'>DG</span> terminators have bonus toughness over normal astartes’ toughness.<br /> A Spawn shares exactly one defensive value with Terminators-T5.<br /> <br /> Please, if you could, give your definition of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>. Not examples-the actual definition you use.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 01:27:16]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806171.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806170.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806165.page"><b>JNAProductions wrote:</b></a><br/>You included Chaos Spawn as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.<br /> Broadening a term that much makes it basically useless.</div></blockquote><br /> <br /> It’s T5, and has a 4+/5++.  It’s not that broad. </div></blockquote>Terminators are, normally, T5 W3 2+/4++.<br /> There is wargear that changes that (Storm Shields) and <span class="glossaryitem" onmouseover='gp(528);'>DG</span> terminators have bonus toughness over normal astartes’ toughness.<br /> A Spawn shares exactly one defensive value with Terminators-T5.<br /> <br /> Please, if you could, give your definition of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>. Not examples-the actual definition you use.</div></blockquote><br /> <br /> I already did.  Here, again with emphasis.<br /> <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806157.page"><b>Breton wrote:</b></a><br/><br /> You said <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> not Tactical Terminator Squad.  To me that means <b><i><u>everybody with a T5 2+/4++ or close enough for napkin math</b></i></u>.  And Terminator Captains have 6.  Assault Terminators with Storm Shields have 4.  Bloodcrushers are fairly close to <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and have four wounds.   Hellflayers at T6 wtih a 4++ are even closer to Terminator Identical to qualify as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>.  Broadside Battle Suits at T6, with a 2+ armor save also remind me quite a bit of Terminators.  Especially if they fix the keyword problem already discussed.  They have 8 Wounds.  Carnifexes and Screamer-Killers are less close this go round, but still a little close.  Rubric Marines are closer to <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> than <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and they only have two.  Sekhetar Robots have 4. Chaos Spawn have four. Allarus Custodians have four.  Vertus Praetors have 5. Cthonian Earthshakers have 6. Biovores have 5. <br /> </div></blockquote><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 02:14:09]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ And Spawn aren’t 2+/4++ or even close to it.<br /> Nor are Biovores, or Cthonian Earthshakers.<br /> <br /> You didn’t follow your own definition.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 02:18:16]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806174.page"><b>JNAProductions wrote:</b></a><br/>And Spawn aren’t 2+/4++ or even close to it.<br /> Nor are Biovores, or Cthonian Earthshakers.<br /> <br /> You didn’t follow your own definition.</div></blockquote><br /> <br /> Its a 4+/5++.  That's close enough I can ballpark it.  Its the second easiest one out of what you complained about. <br /> <br /> Biovores are a T6, 3+ no invuln.  That's still close enough I can ballpark it.<br /> <br /> Cthonian Earthshakers are a 4+, no invlun.  That's the easiest one of the three to ballpark. <br /> <br /> That's the whole point of Equivalent.  You take something common, you figure out the "recipe" for it's math.  Then you apply it to other things that are similar to create an estimate by skipping a step or sliding a pip here or there. <br /> <br /> If I know how much damage a power fist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to take down 10 Tactical Terminators.  And I know how many Powerfists I need to take down 5 Allarus Custodians.<br /> <br /> If I know how much damage a Thunder Hammer does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many Thunderhammers I need to take down 10 Tactical Terminators.<br /> <br /> If I know how much damage a Powerfirst does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many power fists I need to take down a Cthonian Earthshaker.<br /> <br /> If I know how much damage a powerfist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to kill Rubric Marines.<br /> <br /> This could be the same problem you had when you thought Captain Titus did more damage than a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. ]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 03:19:17]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806176.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806174.page"><b>JNAProductions wrote:</b></a><br/>And Spawn aren’t 2+/4++ or even close to it.<br /> Nor are Biovores, or Cthonian Earthshakers.<br /> <br /> You didn’t follow your own definition.</div></blockquote><br /> <br /> Its a 4+/5++.  That's close enough I can ballpark it.  Its the second easiest one out of what you complained about. <br /> <br /> Biovores are a T6, 3+ no invuln.  That's still close enough I can ballpark it.<br /> <br /> Cthonian Earthshakers are a 4+, no invlun.  That's the easiest one of the three to ballpark. <br /> <br /> That's the whole point of Equivalent.  You take something common, you figure out the "recipe" for it's math.  Then you apply it to other things that are similar to create an estimate by skipping a step or sliding a pip here or there. <br /> <br /> If I know how much damage a power fist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to take down 10 Tactical Terminators.  And I know how many Powerfists I need to take down 5 Allarus Custodians.<br /> <br /> If I know how much damage a Thunder Hammer does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many Thunderhammers I need to take down 10 Tactical Terminators.<br /> <br /> If I know how much damage a Powerfirst does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many power fists I need to take down a Cthonian Earthshaker.<br /> <br /> If I know how much damage a powerfist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to kill Rubric Marines.<br /> <br /> This could be the same problem you had when you thought Captain Titus did more damage than a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. </div></blockquote><br /> <br /> The 2+ saves is the most important part of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> though. Back in the day it was the only distinction between <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. You can efficiently use completely different weapons into things with much worse armour and the maths is substantially different.<br /> <br /> And as this argument shows, the wound profile makes the maths substantially different if you’ve got multi-damage weapons. <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> is generally 3-4, depending on the exact unit.<br /> <br /> Being Infantry is also fairly important they days, both offensively (being able to move through walls) and defensively (for things like anti-infantry). A carnifex is really not equivalent to a terminator in any useful sense.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 07:23:36]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Regarding Splinter weapons, I think it's fair to say that the 'wound certain types of unit on a 4+' mechanic has not aged well. <br /> <br /> It was okay in 5th but as the game has (d)evolved, it has become increasingly shaky. The current rules create a lot of awkward interactions wherein sitting on a bike makes you immune to poison. Plus, the removal of any coherent structure with respect to army-building means that there's no guarantee an army will have any infantry.<br /> <br /> I know people have suggested that units should have 'mechanical' and 'biological' subtypes. However, this would merely add to the already bloated mass of keywords on most units.<br /> <br /> Instead, I would propose giving Splinter weapons comparable profiles to their Shuriken counterparts, but with -1 strength and Lethal Hits (number of shots can be adjusted as needed). <br /> <br /> It would seem a reasonable way to represent poison, without having to worry about drastic swings in effectiveness between target types.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 12:44:59]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ On Archons? It feels pretty indefensible they don’t have options similar to Eldar Autarchs.<br /> <br /> I’m not suggesting anything as boring as “Autarch But With Spikes”. Combat Monsters can have different flavours. But let them ride a damned jetbike at least.<br /> <br /> Or, as a compromise? Lieutenant Level Characters for the more Merc type elements. I’m not entirely sure what those might look like in terms of equipment.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, how about some movement hampering mono-filament bombs for Hellions.<br /> <br /> Here I’m thinking of how once upon a time, Eldar Doomweavers, as well as slicing up infantry but fine, left the strike area hazardous to traverse.<br /> <br /> Hellions fly over, dropping their “nets”. Enemy then has the choice to move in its next turn and risk some number of Mortal Wounds, or remain stationary, allowing the remaining threads to sink into the ground.<br /> <br /> Even if it’s a Once Per Game? It gives Hellions some extra uses.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 12:54:55]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806184.page"><b>Lord Zarkov wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806176.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806174.page"><b>JNAProductions wrote:</b></a><br/>And Spawn aren’t 2+/4++ or even close to it.<br /> Nor are Biovores, or Cthonian Earthshakers.<br /> <br /> You didn’t follow your own definition.</div></blockquote><br /> <br /> Its a 4+/5++.  That's close enough I can ballpark it.  Its the second easiest one out of what you complained about. <br /> <br /> Biovores are a T6, 3+ no invuln.  That's still close enough I can ballpark it.<br /> <br /> Cthonian Earthshakers are a 4+, no invlun.  That's the easiest one of the three to ballpark. <br /> <br /> That's the whole point of Equivalent.  You take something common, you figure out the "recipe" for it's math.  Then you apply it to other things that are similar to create an estimate by skipping a step or sliding a pip here or there. <br /> <br /> If I know how much damage a power fist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to take down 10 Tactical Terminators.  And I know how many Powerfists I need to take down 5 Allarus Custodians.<br /> <br /> If I know how much damage a Thunder Hammer does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many Thunderhammers I need to take down 10 Tactical Terminators.<br /> <br /> If I know how much damage a Powerfirst does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many power fists I need to take down a Cthonian Earthshaker.<br /> <br /> If I know how much damage a powerfist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to kill Rubric Marines.<br /> <br /> This could be the same problem you had when you thought Captain Titus did more damage than a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. </div></blockquote><br /> <br /> The 2+ saves is the most important part of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> though. Back in the day it was the only distinction between <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. You can efficiently use completely different weapons into things with much worse armour and the maths is substantially different.<br /> <br /> And as this argument shows, the wound profile makes the maths substantially different if you’ve got multi-damage weapons. <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> is generally 3-4, depending on the exact unit.<br /> <br /> Being Infantry is also fairly important they days, both offensively (being able to move through walls) and defensively (for things like anti-infantry). A carnifex is really not equivalent to a terminator in any useful sense.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> are rarely saving on 2+ but that is one of the numbers to watch and juggle.  It appears I will need to continue the explanation -  When comparing to the Spawn, their 4+ armor save becomes the same as the 4++ invuln math if you have an AP0 weapon.  It become just a pip worse if you have to drop to the Spawn's 5++ invuln.  You know the 4++ invuln is X.  So the 5++ invuln becomes X (which was half saved) *2 (to get back to the full wounds) Divide 3 (to get to the one third save)  For easy math, lets say X is 3.  After the 4++ save, you do 3 average damage.  Before the save you did 6 average damage.  After a 5++ save you do 4 average damage.  You can do the same thing with the Cthonian Earthshakers with their 4+ No Invuln.  You just start with the 4++ line of the <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> math and adjust.  The Allarus Custodians and Vertus Praetors you just have to do a SvT check and the math should remain the same as unless your S jumps or falls a category.  Biovores? That's an even faster SVT check, and your 2+ math moved a pip for 3+<br /> <br /> No it doesn't make the math any different.  Its the same math.  X weapon always does Y average damage you then compare against Z total wounds.<br /> Being Infranty does exactly nothing to the math.  Being able to walk through a wall or not doesn't mean anything when it comes to how much of a hole any given weapon will make. <br /> <br /> Most people can very easily do 1/2 and 1/3 or 2/3 of a final number in their head.  Far fewer can do 50% of 83% of 6.  Its 2 and a half.  5/6 of 6 is 5, half of five is 2.5  The point of doing the X -Equivalent math is to already have those numbers done ahead of time to improve your chances of estimating on the units that are mathemtatically similar but not literally exactly equivalent.<br /> <br /> Given that this is apparently a tougher concept and they just brought back the old world with scatter dice, Horus Heresy also has scatter dice (Do they also have guess ranges or do they let you measure?)  Does anyone want the run down on how to make your Guess Ranges more accurage by remembering the size of the board the size and locations of deployment zones, and hypotenuse formulas for basic triangle shapes?<br /> <br /> These things are timesavers, hacks, tools, shortcuts, whatever you want to call them, but they only work if you know how they work so you can use them correctly.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 14:02:04]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806221.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806184.page"><b>Lord Zarkov wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806176.page"><b>Breton wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806174.page"><b>JNAProductions wrote:</b></a><br/>And Spawn aren’t 2+/4++ or even close to it.<br /> Nor are Biovores, or Cthonian Earthshakers.<br /> <br /> You didn’t follow your own definition.</div></blockquote><br /> <br /> Its a 4+/5++.  That's close enough I can ballpark it.  Its the second easiest one out of what you complained about. <br /> <br /> Biovores are a T6, 3+ no invuln.  That's still close enough I can ballpark it.<br /> <br /> Cthonian Earthshakers are a 4+, no invlun.  That's the easiest one of the three to ballpark. <br /> <br /> That's the whole point of Equivalent.  You take something common, you figure out the "recipe" for it's math.  Then you apply it to other things that are similar to create an estimate by skipping a step or sliding a pip here or there. <br /> <br /> If I know how much damage a power fist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to take down 10 Tactical Terminators.  And I know how many Powerfists I need to take down 5 Allarus Custodians.<br /> <br /> If I know how much damage a Thunder Hammer does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many Thunderhammers I need to take down 10 Tactical Terminators.<br /> <br /> If I know how much damage a Powerfirst does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many power fists I need to take down a Cthonian Earthshaker.<br /> <br /> If I know how much damage a powerfist does into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I can come close enough to knowing how many powerfists I need to kill Rubric Marines.<br /> <br /> This could be the same problem you had when you thought Captain Titus did more damage than a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. </div></blockquote><br /> <br /> The 2+ saves is the most important part of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> though. Back in the day it was the only distinction between <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. You can efficiently use completely different weapons into things with much worse armour and the maths is substantially different.<br /> <br /> And as this argument shows, the wound profile makes the maths substantially different if you’ve got multi-damage weapons. <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> is generally 3-4, depending on the exact unit.<br /> <br /> Being Infantry is also fairly important they days, both offensively (being able to move through walls) and defensively (for things like anti-infantry). A carnifex is really not equivalent to a terminator in any useful sense.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> are rarely saving on 2+ but that is one of the numbers to watch and juggle.  It appears I will need to continue the explanation -  When comparing to the Spawn, their 4+ armor save becomes the same as the 4++ invuln math if you have an AP0 weapon.  It become just a pip worse if you have to drop to the Spawn's 5++ invuln.  You know the 4++ invuln is X.  So the 5++ invuln becomes X (which was half saved) *2 (to get back to the full wounds) Divide 3 (to get to the one third save)  For easy math, lets say X is 3.  After the 4++ save, you do 3 average damage.  Before the save you did 6 average damage.  After a 5++ save you do 4 average damage.  You can do the same thing with the Cthonian Earthshakers with their 4+ No Invuln.  You just start with the 4++ line of the <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> math and adjust.  The Allarus Custodians and Vertus Praetors you just have to do a SvT check and the math should remain the same as unless your S jumps or falls a category.  Biovores? That's an even faster SVT check, and your 2+ math moved a pip for 3+<br /> <br /> No it doesn't make the math any different.  Its the same math.  X weapon always does Y average damage you then compare against Z total wounds.<br /> Being Infranty does exactly nothing to the math.  Being able to walk through a wall or not doesn't mean anything when it comes to how much of a hole any given weapon will make. <br /> <br /> Most people can very easily do 1/2 and 1/3 or 2/3 of a final number in their head.  Far fewer can do 50% of 83% of 6.  Its 2 and a half.  5/6 of 6 is 5, half of five is 2.5  The point of doing the X -Equivalent math is to already have those numbers done ahead of time to improve your chances of estimating on the units that are mathemtatically similar but not literally exactly equivalent.<br /> <br /> Given that this is apparently a tougher concept and they just brought back the old world with scatter dice, Horus Heresy also has scatter dice (Do they also have guess ranges or do they let you measure?)  Does anyone want the run down on how to make your Guess Ranges more accurage by remembering the size of the board the size and locations of deployment zones, and hypotenuse formulas for basic triangle shapes?<br /> <br /> These things are timesavers, hacks, tools, shortcuts, whatever you want to call them, but they only work if you know how they work so you can use them correctly.</div></blockquote><br /> <br /> "All units are terminator equivalents if I magic numbers and move goal posts."<br /> <br /> A <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> unit is defined as such due to having a terminator stat line or incredibly close to, as a mechanism to indicate the preferred weapon type to use against them and the role they fill.<br /> <br /> In the context of a chaos spawn, no. Because you don't need to sink <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2/3 weapons to get them to a 4++. This is a fundamental difference in efficiency into a target. Further to this, in the context of splinter weapons, a spawn isn't even infantry.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 14:21:29]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I completely second everything Dudeface said, but I’d like to highlight the below:<br /> <br /> <blockquote class="uncited"><div>No it doesn't make the math any different. It’s the same math. X weapon always does Y average damage you then compare against Z total wounds. </div></blockquote><br /> <br /> This is wrong, and it’s wrongness is how this line of discussion started.<br /> <br /> Take a Dark Lance with <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+2 damage.  Into something with &gt;8 wounds it averages 5.5 wounds as you get the whole roll.  Into 3 wound models it will consistently do 3. Into 5 wound models it averages only 4.5*. <br /> <br /> This makes the expected values very different when you’re calculating across multiple shots, even with the same T and <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> profile!<br /> <br /> *not accounting for wounded models which will reduce it further.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 14:46:32]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Another new unit postulation. Take a Venom. Crossbreed with with the Eldar Support Weapon Platform.<br /> <br /> Maybe it mounts a shield generator, dishing out a bubble of 5++ or 4++. Maybe it sports a chunky weapon of some kind. Perhaps it has options between Direct Damage weapons, and weapons which help out your other units in someway. Imagine some kind of radiation phage weapon which lowers the target’s toughness, or a Mono-filament caster that includes chunkier threads to entangle enemy units, slowing them down.<br /> <br /> By all means let it be nippy and fragile. Hopefully its utility to you and irritation to the enemy is enough they’re forced to decide between dealing with it quickly, or attacking the main body of your army.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 15:02:55]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ 2+/4++ and 4+/5++ are completely different and chaos spawn are not <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> by any stretch of the definition. That claim is ludicrous.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 15:31:28]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f0dfb47b9c1a51e57c21f9ecfa442e8d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806235.page"><b>Orkeosaurus wrote:</b></a><br/>2+/4++ and 4+/5++ are completely different and chaos spawn are not <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> by any stretch of the definition. That claim is ludicrous.</div></blockquote>Also, most Spawn don't have an Invuln at all. Only TSons Spawn do.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806228.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Another new unit postulation. Take a Venom. Crossbreed with with the Eldar Support Weapon Platform.<br /> <br /> Maybe it mounts a shield generator, dishing out a bubble of 5++ or 4++. Maybe it sports a chunky weapon of some kind. Perhaps it has options between Direct Damage weapons, and weapons which help out your other units in someway. Imagine some kind of radiation phage weapon which lowers the target’s toughness, or a Mono-filament caster that includes chunkier threads to entangle enemy units, slowing them down.<br /> <br /> By all means let it be nippy and fragile. Hopefully its utility to you and irritation to the enemy is enough they’re forced to decide between dealing with it quickly, or attacking the main body of your army.</div></blockquote>I think 5++ would be reasonable. 4++ feels a little much.<br /> <br /> The toughness reducer would be cool!]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 15:32:27]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806228.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Another new unit postulation. Take a Venom. Crossbreed with with the Eldar Support Weapon Platform.<br /> <br /> Maybe it mounts a shield generator, dishing out a bubble of 5++ or 4++. Maybe it sports a chunky weapon of some kind. Perhaps it has options between Direct Damage weapons, and weapons which help out your other units in someway. Imagine some kind of radiation phage weapon which lowers the target’s toughness, or a Mono-filament caster that includes chunkier threads to entangle enemy units, slowing them down.<br /> <br /> By all means let it be nippy and fragile. Hopefully its utility to you and irritation to the enemy is enough they’re forced to decide between dealing with it quickly, or attacking the main body of your army.</div></blockquote><br /> <br /> That’s not far off what the new Corsair Vyper variant does - which <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can indeed take, just without army or detachment rules.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 17:42:18]]> GMT</pubDate>
				<author><![CDATA[ Lord Zarkov]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806224.page"><b>Dudeface wrote:</b></a><br/><br /> <br /> "All units are terminator equivalents if I magic numbers and move goal posts."<br /> <br /> A <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> unit is defined as such due to having a terminator stat line or incredibly close to, as a mechanism to indicate the preferred weapon type to use against them and the role they fill.<br /> <br /> In the context of a chaos spawn, no. Because you don't need to sink <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2/3 weapons to get them to a 4++. This is a fundamental difference in efficiency into a target. Further to this, in the context of splinter weapons, a spawn isn't even infantry.</div></blockquote><br /> <br /> So you make up what I said then repeat what I said? Do you think there's some significant mathematical difference between the results of using an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 weapon into Terminators and an AP0 weapon into  Spawn?  You realize 50% is always 50% whether its an invuln or an armor save?]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 20:19:02]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806284.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806224.page"><b>Dudeface wrote:</b></a><br/><br /> <br /> "All units are terminator equivalents if I magic numbers and move goal posts."<br /> <br /> A <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> unit is defined as such due to having a terminator stat line or incredibly close to, as a mechanism to indicate the preferred weapon type to use against them and the role they fill.<br /> <br /> In the context of a chaos spawn, no. Because you don't need to sink <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2/3 weapons to get them to a 4++. This is a fundamental difference in efficiency into a target. Further to this, in the context of splinter weapons, a spawn isn't even infantry.</div></blockquote><br /> <br /> So you make up what I said then repeat what I said? Do you think there's some significant mathematical difference between the results of using an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 weapon into Terminators and an AP0 weapon into  Spawn?  You realize 50% is always 50% whether its an invuln or an armor save?</div></blockquote><br /> <br /> Do you realise there is a significant mathematical difference between firing an <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2 weapon at a terminator and a spawn?]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 20:23:36]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806250.page"><b>Lord Zarkov wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806228.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Another new unit postulation. Take a Venom. Crossbreed with with the Eldar Support Weapon Platform.<br /> <br /> Maybe it mounts a shield generator, dishing out a bubble of 5++ or 4++. Maybe it sports a chunky weapon of some kind. Perhaps it has options between Direct Damage weapons, and weapons which help out your other units in someway. Imagine some kind of radiation phage weapon which lowers the target’s toughness, or a Mono-filament caster that includes chunkier threads to entangle enemy units, slowing them down.<br /> <br /> By all means let it be nippy and fragile. Hopefully its utility to you and irritation to the enemy is enough they’re forced to decide between dealing with it quickly, or attacking the main body of your army.</div></blockquote><br /> <br /> That’s not far off what the new Corsair Vyper variant does - which <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can indeed take, just without army or detachment rules.</div></blockquote><br /> <br /> I’m definitely envisaging something with a bit more oomph. Like light artillery rather than just a Heavy Weapon or two. It’s something no other Eldar have on a speedy carrier. For a Weaver weapon, show it in a different application etc.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 20:51:31]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806285.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806284.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806224.page"><b>Dudeface wrote:</b></a><br/><br /> <br /> "All units are terminator equivalents if I magic numbers and move goal posts."<br /> <br /> A <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> unit is defined as such due to having a terminator stat line or incredibly close to, as a mechanism to indicate the preferred weapon type to use against them and the role they fill.<br /> <br /> In the context of a chaos spawn, no. Because you don't need to sink <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2/3 weapons to get them to a 4++. This is a fundamental difference in efficiency into a target. Further to this, in the context of splinter weapons, a spawn isn't even infantry.</div></blockquote><br /> <br /> So you make up what I said then repeat what I said? Do you think there's some significant mathematical difference between the results of using an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 weapon into Terminators and an AP0 weapon into  Spawn?  You realize 50% is always 50% whether its an invuln or an armor save?</div></blockquote><br /> <br /> Do you realise there is a significant mathematical difference between firing an <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2 weapon at a terminator and a spawn?</div></blockquote><br /> <br /> I realize there isn't.  Spawns save on a 4+.  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> puts them on the 4+/4++ result.  Firing into spawns means you start with the 4+/4++ result, and modify.  The only change is to the last step.  The hit% doesn't change.  The wound% doesn't change.  All that changes is the save percent.  From a number you already have.  So you just tack on another operation.  The <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span>/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> things are speed hacks.  They're times tables.  What's faster - doing all the math all over again - even though 2 of 3 operations will be exactly the same - or just backing out/adding in a last operation for the minor difference?]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 22:04:33]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ "Chaos Spawn are <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>"<br /> <br /> That's all we needed to hear to not take that poster seriously. Ignore and move on.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2026 22:49:31]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Smudge]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806301.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806285.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806284.page"><b>Breton wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806224.page"><b>Dudeface wrote:</b></a><br/><br /> <br /> "All units are terminator equivalents if I magic numbers and move goal posts."<br /> <br /> A <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> unit is defined as such due to having a terminator stat line or incredibly close to, as a mechanism to indicate the preferred weapon type to use against them and the role they fill.<br /> <br /> In the context of a chaos spawn, no. Because you don't need to sink <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2/3 weapons to get them to a 4++. This is a fundamental difference in efficiency into a target. Further to this, in the context of splinter weapons, a spawn isn't even infantry.</div></blockquote><br /> <br /> So you make up what I said then repeat what I said? Do you think there's some significant mathematical difference between the results of using an <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 weapon into Terminators and an AP0 weapon into  Spawn?  You realize 50% is always 50% whether its an invuln or an armor save?</div></blockquote><br /> <br /> Do you realise there is a significant mathematical difference between firing an <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-2 weapon at a terminator and a spawn?</div></blockquote><br /> <br /> I realize there isn't.  Spawns save on a 4+.  <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> puts them on the 4+/4++ result.  Firing into spawns means you start with the 4+/4++ result, and modify.  The only change is to the last step.  The hit% doesn't change.  The wound% doesn't change.  All that changes is the save percent.  From a number you already have.  So you just tack on another operation.  The <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span>/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> things are speed hacks.  They're times tables.  What's faster - doing all the math all over again - even though 2 of 3 operations will be exactly the same - or just backing out/adding in a last operation for the minor difference?</div></blockquote><br /> <br /> Can you guys quit <span class="glossaryitem" onmouseover='gp(27);'>de</span>-railing the thread and put it into something else?  Seriously i'd like to get back on the topic of SOMETHING having to do with dark eldar and not chaos spawns and <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and other <span class="glossaryitem" onmouseover='gp(14);'>bs</span>.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 00:12:10]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <font color='red'>Agreed, take that tangent to its own thread and quit derailing this one. </font>]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 00:30:04]]> GMT</pubDate>
				<author><![CDATA[ ingtaer]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <a href="https://www.dakkadakka.com/dakkaforum/posts/list/0/818474.page" target="_new" rel="nofollow">Offshoot thread</a>.<br /> Sorry for contributing to the derail.<br /> <br /> On topic!<br /> <br /> The mercenary races for Dark Eldar are something I know Wyldhunt wants more of. What all exist for them? Either units (former and current) or in lore?]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 01:38:29]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806324.page"><b>JNAProductions wrote:</b></a><br/><a href="https://www.dakkadakka.com/dakkaforum/posts/list/0/818474.page" target="_new" rel="nofollow">Offshoot thread</a>.<br /> Sorry for contributing to the derail.<br /> <br /> On topic!<br /> <br /> The mercenary races for Dark Eldar are something I know Wyldhunt wants more of. What all exist for them? Either units (former and current) or in lore?</div></blockquote><br /> <br /> Well, in the Court of the Archon there were the Lhamaean, Medusae, Sslyth, and Ur-ghul. Beastmaster units contained Clawed Fiends, Khymerae (these are just renamed Warp Beasts, right?), and Razorwing Flocks.  There was also a unit in the fluff about some captured and corrupted Eldar Wraithguard units. I wouldn't mind seeing those. I think the Haemonculus also have some flunkies (not wracks) that are experiments and/or past torture victims that they have turned into their own version of servitors. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806212.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>On Archons? It feels pretty indefensible they don’t have options similar to Eldar Autarchs.<br /> <br /> I’m not suggesting anything as boring as “Autarch But With Spikes”. Combat Monsters can have different flavours. But let them ride a damned jetbike at least.<br /> <br /> Or, as a compromise? Lieutenant Level Characters for the more Merc type elements. I’m not entirely sure what those might look like in terms of equipment.<br /> <br /> .</div></blockquote><br /> <br /> THIS!!!! So much this. Archons used to be SUPER scary back in 3rd to 4th edition. You just avoided them, and if possible, shot at them. I have a really cool one I converted with a Punisher (The old-school name for Incubi Klaives).  Now they are a complete joke. Take your choice of 2 pistols, and one of three <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s. I hope you never want to be above strength 4 (usually 3) for some reason. 4-6 attacks isn't exactly great either.<br /> <br /> They need to become the bad-a**, self-appointed blender unit deleter again. Give them the options of 2 more ranged weapons, 2 more <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s (with 6-7 attacks, and 3-4 damage each), some more wargear (Tormentor helm? Combat Drugs?).  And for an alternate unit, a version on a jetbike, even if they have more limited weapons selection. <br /> <br /> The same can be said about the Succubus, but give her the option of a skyboard instead of the jetbike. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 01:56:05]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>vipoid wrote:</cite>Regarding Splinter weapons, I think it's fair to say that the 'wound certain types of unit on a 4+' mechanic has not aged well. <br /> <br /> It was okay in 5th but as the game has (d)evolved, it has become increasingly shaky. The current rules create a lot of awkward interactions wherein sitting on a bike makes you immune to poison. Plus, the removal of any coherent structure with respect to army-building means that there's no guarantee an army will have any infantry.<br /> <br /> I know people have suggested that units should have 'mechanical' and 'biological' subtypes. However, this would merely add to the already bloated mass of keywords on most units.<br /> <br /> Instead, I would propose giving Splinter weapons comparable profiles to their Shuriken counterparts, but with -1 strength and Lethal Hits (number of shots can be adjusted as needed). <br /> <br /> It would seem a reasonable way to represent poison, without having to worry about drastic swings in effectiveness between target types.</div></blockquote><br /> Probably a reasonable approach, especially if you make it a special version of Lethal Hits that doesn't work on vehicles. Adjust number of shots or other stats a bit as needed, but it basically tells the story that remains effective against targets regardless of how tough (Tough) they are. My only concern (having not crunched the numbers) is that it feels like it might risk making some poison weapons worse against their intended targets? Like, maybe a squad full of splinter rifles kills about as many guardsmen as you'd expect, but does an agonizer still pack the right amount of punch if you trade anti-infantry for <span class="glossaryitem" onmouseover='gp(665);'>LH</span> on 6+? Idk. Seems like a workable solution though.<br /> <br /> <br /> <blockquote><div><cite>cuda1179 wrote:</cite><br /> THIS!!!! So much this. Archons used to be SUPER scary back in 3rd to 4th edition. You just avoided them, and if possible, shot at them. I have a really cool one I converted with a Punisher (The old-school name for Incubi Klaives).  Now they are a complete joke. Take your choice of 2 pistols, and one of three <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s. I hope you never want to be above strength 4 (usually 3) for some reason. 4-6 attacks isn't exactly great either.<br /> <br /> They need to become the bad-a**, self-appointed blender unit deleter again. Give them the options of 2 more ranged weapons, 2 more <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s (with 6-7 attacks, and 3-4 damage each), some more wargear (Tormentor helm? Combat Drugs?).  And for an alternate unit, a version on a jetbike, even if they have more limited weapons selection. <br /> <br /> The same can be said about the Succubus, but give her the option of a skyboard instead of the jetbike. </div></blockquote><br /> <br /> The archon is actually kind of there if you give her the soul trap. Sure, giving up the blast pistol is annoying, but she can be rocking up to 8 attacks with an agoniser, or 7 attacks at Strength 6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2 D2 with a master-crafted power weapon.  More options would absolutley be welcome, but mostly for the sake of flavor and the feeling of ownership as you customize your dudez. <br /> <br /> Succubae are in a rougher place, I think. Their anti-character rule is flavorful and all, but <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has opted to pidgeon hole them pretty severely. They should be our most flexible beatstick characters outside of Drazhar and Lelith. Instead, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> made them cheap and only really capable of taking on infantry units. And really only Character infantry units while feeding her pain tokens if you want her to feel somewhat blender-esque. And against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, she's still not amazing unless you take her in the wych cult detachment and give her an enhancement so that she's not stuck at Damage 1. She's in this weird place where she's mechanically fine for what she is, but for some reason they made her both super cheap and super specialized instead of letting her be star of the show she's supposed to be.  She needs to be impressive enough to draw crowds in the arena, you know? <br /> <br /> A jetbike riding reaver queen would be awesome. Although I feel like <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has made a mistake by kind of leaving the connection between reavers and wych cults tenuous.  These days, they're basically just the local ruffians that the cult sometimes invites to do stunts for the crowd. Same thing with hellions. There isn't an obvious connection between an archite and a low-commoraghn street urchin with just enough cash to buy a bike. (Not that I'm saying I don't want bike options; just that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> probably has a bit of world-building to do to help justify them at this point. The occassional succubus or archon being eccentric enough to hang out with biker gangs when they run a cult is fine, but making a generic datasheet for it implies that they're weirdly common.)<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 03:00:56]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I always thought that the soul trap should be in addition to the pistol options, not instead of.  Choose your pistol, choose your <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, choose a piece of wargear. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 06:04:22]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/196.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806344.page"><b>cuda1179 wrote:</b></a><br/>I always thought that the soul trap should be in addition to the pistol options, not instead of.  Choose your pistol, choose your <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, choose a piece of wargear. </div></blockquote><br /> <br /> Oh for sure. And in past editions, I'm almost positive it was.  Making it a pistol swap is, I suspect, the result of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> opting to model it as an object the archon is holding. And possibly an attempt to start creeping towards giving us options even if those options probably shouldn't actually be competing with eachother? <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 06:54:24]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/08c2b66080c819cd39bc016eb8e48a81.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806320.page"><b>ingtaer wrote:</b></a><br/><font color='red'>Agreed, take that tangent to its own thread and quit derailing this one. </font></div></blockquote><br /> <br /> With respect I'd say "are splinter weapons effective enough into terminators for anti-infantry weapons when an intercessor outperforms them" is entirely on topic.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 06:59:20]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Probably, Dudeface, but I think the mods are saying that trying to define what does and doesn't count as a terminator equivalent for purposes of that discussion is tangential. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 07:08:40]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806350.page"><b>Wyldhunt wrote:</b></a><br/>Probably, Dudeface, but I think the mods are saying that trying to define what does and doesn't count as a terminator equivalent for purposes of that discussion is tangential. </div></blockquote><br /> <br /> Possibly, but in that case yes, splinter weapons do need a buff vs <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, I just can't see how beyond a unilateral increase in <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, or some method of showing how toxins impact a model beyond the armour itself. Maybe some form of hit or movement impact as a result of the toxins impacting the surviving model? It doesn't over punish 1w models then at least.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 07:34:15]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I don’t agree. Terminators are meant to be tough. Yes, any armour is going to have weak points, but that’s all relative.<br /> <br /> If my most heavily armoured areas are equivalent to say, 6” of steel? My thinner, more vulnerable areas could still be the equivalent of 3” of steel. So even on the thinnest area, small arms still have basically no chance of hurting me. And that’s what Terminator armour has always been. A reliable answer to small arms.<br /> <br /> Just…let Terminators be a difficult opponent.<br /> <br /> Instead, I think <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need to lean more into the kidnapping angle. Let some weapons reflect they want you alive, first and foremost. Injured if needs be, but uninjured being particularly prized. Once your in their grasp? They can winkle you out your tin can further down the road.<br /> <br /> I’m thinking, just to use existent <span class="glossaryitem" onmouseover='gp(3);'>40K</span> tech? Stasis fields, tangle nets (maybe with EMP tech to switch off fancier armours), gravity traps etc.<br /> <br /> That way, any would-be victims who can’t be rapidly or reliably subdued by poison (which needn’t always be deadly!) can be nabbed via other means.<br /> <br /> If we subtlety reimagine the Shredder? We could end up with a mono-filament weapon that forces the foe to remain stationary lest they get julliened. Haywire weapons which shutdown Power Armour etc.<br /> <br /> Basically, not everything has to be something that makes other things go <i>splat</i>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ashkerly. Mentioning kidnapping has me curious about another toy they could have.<br /> <br /> We know Battleshock partially represents squad members losing their nerve rather than being slain, yes? At least that’s my understanding.<br /> <br /> How about some <span class="glossaryitem" onmouseover='gp(140);'>VP</span> Mechanism, tied to the number of models lost to Battleshock, representing victims taken back to Commoragh. <br /> <br /> Let it be something tallied at the end of the game, representing that the Dark Eldar come for more than just breaking your stuff. The Raids are there to gather new slaves. And so even if the raiding force takes a mauling? Provided enough slaves are gathered, it can still be a victory.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 09:08:52]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806360.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>I don’t agree. Terminators are meant to be tough. Yes, any armour is going to have weak points, but that’s all relative.<br /> <br /> If my most heavily armoured areas are equivalent to say, 6” of steel? My thinner, more vulnerable areas could still be the equivalent of 3” of steel. So even on the thinnest area, small arms still have basically no chance of hurting me. And that’s what Terminator armour has always been. A reliable answer to small arms.<br /> <br /> Just…let Terminators be a difficult opponent.<br /> <br /> Instead, I think <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need to lean more into the kidnapping angle. Let some weapons reflect they want you alive, first and foremost. Injured if needs be, but uninjured being particularly prized. Once your in their grasp? They can winkle you out your tin can further down the road.<br /> <br /> I’m thinking, just to use existent <span class="glossaryitem" onmouseover='gp(3);'>40K</span> tech? Stasis fields, tangle nets (maybe with EMP tech to switch off fancier armours), gravity traps etc.<br /> <br /> That way, any would-be victims who can’t be rapidly or reliably subdued by poison (which needn’t always be deadly!) can be nabbed via other means.<br /> <br /> If we subtlety reimagine the Shredder? We could end up with a mono-filament weapon that forces the foe to remain stationary lest they get julliened. Haywire weapons which shutdown Power Armour etc.<br /> <br /> Basically, not everything has to be something that makes other things go <i>splat</i>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ashkerly. Mentioning kidnapping has me curious about another toy they could have.<br /> <br /> We know Battleshock partially represents squad members losing their nerve rather than being slain, yes? At least that’s my understanding.<br /> <br /> How about some <span class="glossaryitem" onmouseover='gp(140);'>VP</span> Mechanism, tied to the number of models lost to Battleshock, representing victims taken back to Commoragh. <br /> <br /> Let it be something tallied at the end of the game, representing that the Dark Eldar come for more than just breaking your stuff. The Raids are there to gather new slaves. And so even if the raiding force takes a mauling? Provided enough slaves are gathered, it can still be a victory.</div></blockquote><br /> <br /> I think in terms of game balance they still need something. If you've suffered an internal wound from a neurotoxin, I aren't sure what the layers of steel offer.<br /> <br /> <span class="glossaryitem" onmouseover='gp(462);'>Ofc</span> the other option is likely more sensible and that's stop intercessors spamming 40 shots a unit.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 09:23:24]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Going through other half-remembered rules of old. And not just from <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(168);'>BFG</span> wise, Dark Eldar ships had mimic drives. I do have the relevant book upstairs but can’t be arsed to go check. But it essentially messed with your enemy in the early game.<br /> <br /> Something like that could be adopted into <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. A rule or equipment option which mitigates first turn shooting. Give the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player a solid chance at the first strike.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 09:38:54]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806360.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>I don’t agree. Terminators are meant to be tough. Yes, any armour is going to have weak points, but that’s all relative.<br /> <br /> If my most heavily armoured areas are equivalent to say, 6” of steel? My thinner, more vulnerable areas could still be the equivalent of 3” of steel. So even on the thinnest area, small arms still have basically no chance of hurting me. And that’s what Terminator armour has always been. A reliable answer to small arms.<br /> <br /> Just…let Terminators be a difficult opponent.<br /> <br /> Instead, I think <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need to lean more into the kidnapping angle. Let some weapons reflect they want you alive, first and foremost. Injured if needs be, but uninjured being particularly prized. Once your in their grasp? They can winkle you out your tin can further down the road.<br /> <br /> I’m thinking, just to use existent <span class="glossaryitem" onmouseover='gp(3);'>40K</span> tech? Stasis fields, tangle nets (maybe with EMP tech to switch off fancier armours), gravity traps etc.<br /> <br /> That way, any would-be victims who can’t be rapidly or reliably subdued by poison (which needn’t always be deadly!) can be nabbed via other means.<br /> <br /> If we subtlety reimagine the Shredder? We could end up with a mono-filament weapon that forces the foe to remain stationary lest they get julliened. Haywire weapons which shutdown Power Armour etc.<br /> <br /> Basically, not everything has to be something that makes other things go <i>splat</i>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ashkerly. Mentioning kidnapping has me curious about another toy they could have.<br /> <br /> We know Battleshock partially represents squad members losing their nerve rather than being slain, yes? At least that’s my understanding.<br /> <br /> How about some <span class="glossaryitem" onmouseover='gp(140);'>VP</span> Mechanism, tied to the number of models lost to Battleshock, representing victims taken back to Commoragh. <br /> <br /> Let it be something tallied at the end of the game, representing that the Dark Eldar come for more than just breaking your stuff. The Raids are there to gather new slaves. And so even if the raiding force takes a mauling? Provided enough slaves are gathered, it can still be a victory.</div></blockquote><br /> <br /> We used to have most of that. Haywire grenades used to be available to wyches in general, most generic characters, and I *think* most sergeant types. And of course, said haywire used to be about shutting tanks down rather than making them go boom. We used to have shardnets that kept enemies from falling back. The ghost of which now exists in the wyches' No Escape rule. We used to have chain snare upgrades for our vehicles representing the chains snagging people and leaving them dangling beneath the hull as they were hauled around the battlefield. Hellions used to be able to yoink characters out of squads with stun claws...<br /> <br /> The slave taking mechanic also existed back in the 3rd edition book. It was cool, but any kind of "bonus <span class="glossaryitem" onmouseover='gp(140);'>VP</span>" mechanic is hard to introduce into modern <span class="glossaryitem" onmouseover='gp(3);'>40k</span> because there isn't really a set constant for how many points you should expect to score. A Matched Play mission might have you aiming for 100 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> while a Crusade mission or the mission at the end of the core rules document might have you maxing out at only a handful of points. So if I can reliably score +5 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> from taking captives, that might be a cute little drop in the bucket or it might double my total score depending on what kind of mission I'm playing. <br /> <br /> It probably works better as some sort of Crusade mechanic or something. Do our current crusade rules do anything like that? I don't think I've checked.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806367.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Going through other half-remembered rules of old. And not just from <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(168);'>BFG</span> wise, Dark Eldar ships had mimic drives. I do have the relevant book upstairs but can’t be arsed to go check. But it essentially messed with your enemy in the early game.<br /> <br /> Something like that could be adopted into <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. A rule or equipment option which mitigates first turn shooting. Give the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player a solid chance at the first strike.</div></blockquote><br /> Kind of like ye olde Night Fighting rules or Night Shields. :(<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>I think in terms of game balance they still need something. If you've suffered an internal wound from a neurotoxin, I aren't sure what the layers of steel offer.<br /> <br /> <span class="glossaryitem" onmouseover='gp(462);'>Ofc</span> the other option is likely more sensible and that's stop intercessors spamming 40 shots a unit.</div></blockquote><br /> Yeah. I think the original point on the splinters vs bolters topic was basically just that splinters are both more specialized than intercessor bolters and also less effective into targets where their strengths are supposed to shine point-for-point. But I think that intercessors putting out 4 shots apiece with Oath of Moment is a bit whacky, and I think that kabalites having up to 5 special weapons in a 10 man squad makes it tricky to compare them in 10th edition. <br /> <br /> As for neurotoxins vs armor, that kind of gets back to the question of what you want venomous weapons to do in the first place. I think there are a bunch of different viable, fluffy ways to go with it, but they all probably require a fair bit of overhauling, and any one-size-fits-all approach will probably be a bad fit for one kind of poison weapon or another.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 09:47:37]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ That sort of thing, yeah. Not a foolproof “you can’t shoot me at all in the first turn” necessarily. That might be too boring to face.<br /> <br /> But something like “add 6” to all enemy range” wait. Add, or subtract? Hopefully you get what I mean.<br /> <br /> Slave Taking could be expressed as nominating X number of enemy units which are the true quarry, and scoring <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for taking them out.<br /> <br /> All about fighting dirty and with cunning as much as scalpel precision.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 09:56:17]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Slave Taking could be expressed as nominating X number of enemy units which are the true quarry, and scoring <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for taking them out.</div></blockquote><br /> <br /> This is basically the sort of thing we had with faction-specific secondaries in 9th edition. In a 10th edition context, they'd probably be best suited to being some sort of Crusade Agenda. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 09:58:17]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806373.page"><b>Wyldhunt wrote:</b></a><br/><blockquote class="uncited"><div>Slave Taking could be expressed as nominating X number of enemy units which are the true quarry, and scoring <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for taking them out.</div></blockquote><br /> <br /> This is basically the sort of thing we had with faction-specific secondaries in 9th edition. In a 10th edition context, they'd probably be best suited to being some sort of Crusade Agenda. <br /> </div></blockquote><br /> <br /> Agree with this.<br /> <br /> If you are going to have faction specific secondaries they need to be balanced far better then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has shown the ability to do.  If not when you match up against an army with a broken one, it’s an uphill battle as they are going to max it out casually, while you need to work at yours.  Matched play should be mostly even.<br /> <br /> Crusade agenda is a much better spot for fluffy things like this.  Win or loose the game?  Whatever!  I’ve got my slaves to take back for the pits (and the units that took them get bonus XP to buy upgrades)]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 11:31:06]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806380.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806373.page"><b>Wyldhunt wrote:</b></a><br/><blockquote class="uncited"><div>Slave Taking could be expressed as nominating X number of enemy units which are the true quarry, and scoring <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for taking them out.</div></blockquote><br /> <br /> This is basically the sort of thing we had with faction-specific secondaries in 9th edition. In a 10th edition context, they'd probably be best suited to being some sort of Crusade Agenda. <br /> </div></blockquote><br /> <br /> Agree with this.<br /> <br /> If you are going to have faction specific secondaries they need to be balanced far better then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has shown the ability to do.  If not when you match up against an army with a broken one, it’s an uphill battle as they are going to max it out casually, while you need to work at yours.  Matched play should be mostly even.<br /> <br /> Crusade agenda is a much better spot for fluffy things like this.  Win or loose the game?  Whatever!  I’ve got my slaves to take back for the pits (and the units that took them get bonus XP to buy upgrades)</div></blockquote><br /> <br /> Two of their current Crusade Agendas ARE about taking slaves and herding prey, so...]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 15:06:03]]> GMT</pubDate>
				<author><![CDATA[ BorderCountess]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f082d130c48d7db04313896cbf686f55.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806420.page"><b>BorderCountess wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806380.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806373.page"><b>Wyldhunt wrote:</b></a><br/><blockquote class="uncited"><div>Slave Taking could be expressed as nominating X number of enemy units which are the true quarry, and scoring <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for taking them out.</div></blockquote><br /> <br /> This is basically the sort of thing we had with faction-specific secondaries in 9th edition. In a 10th edition context, they'd probably be best suited to being some sort of Crusade Agenda. <br /> </div></blockquote><br /> <br /> Agree with this.<br /> <br /> If you are going to have faction specific secondaries they need to be balanced far better then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has shown the ability to do.  If not when you match up against an army with a broken one, it’s an uphill battle as they are going to max it out casually, while you need to work at yours.  Matched play should be mostly even.<br /> <br /> Crusade agenda is a much better spot for fluffy things like this.  Win or loose the game?  Whatever!  I’ve got my slaves to take back for the pits (and the units that took them get bonus XP to buy upgrades)</div></blockquote><br /> <br /> Two of their current Crusade Agendas ARE about taking slaves and herding prey, so...</div></blockquote><br /> Well there we go then. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 15:55:19]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806438.page"><b>Wyldhunt wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f082d130c48d7db04313896cbf686f55.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806420.page"><b>BorderCountess wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806380.page"><b>Nevelon wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806373.page"><b>Wyldhunt wrote:</b></a><br/><blockquote class="uncited"><div>Slave Taking could be expressed as nominating X number of enemy units which are the true quarry, and scoring <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for taking them out.</div></blockquote><br /> <br /> This is basically the sort of thing we had with faction-specific secondaries in 9th edition. In a 10th edition context, they'd probably be best suited to being some sort of Crusade Agenda. <br /> </div></blockquote><br /> <br /> Agree with this.<br /> <br /> If you are going to have faction specific secondaries they need to be balanced far better then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has shown the ability to do.  If not when you match up against an army with a broken one, it’s an uphill battle as they are going to max it out casually, while you need to work at yours.  Matched play should be mostly even.<br /> <br /> Crusade agenda is a much better spot for fluffy things like this.  Win or loose the game?  Whatever!  I’ve got my slaves to take back for the pits (and the units that took them get bonus XP to buy upgrades)</div></blockquote><br /> <br /> Two of their current Crusade Agendas ARE about taking slaves and herding prey, so...</div></blockquote><br /> Well there we go then. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></div></blockquote><br /> <br /> As much as we pick on <span class="glossaryitem" onmouseover='gp(50);'>GW</span> for their failures/misses, they do get a lot of things right.  Props to them when they do.]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 15:59:38]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Honestly, the original rules for mandrakes were really tricky in my local group back during 3rd edition, they usually made it into combat the first or second turn after they showed up. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Feb 2026 19:33:49]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Would it be so bad for kabalites to have a toxin list that they chose from every time they shot?<br /> <br /> say 3, and one is good against high wounds and toughness, one is good against chaff and one is good against armour.<br /> <br /> multi shard autoloading guns are hardly a stretch for them.<br /> <br /> Just flick to the anti carnifex rounds. Doesn't mean they can kill 5 carnifexes a turn, but it means the whole squad can do something against them.<br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> don't play fair, they will always attempt to have the underhanded advantage. Having the ability to choose the type of attack they use for their guns to pick on the specific target they've chosen seems in character.<br /> <br /> Something like:<br /> <br /> splinter rifle rapid fire 1 24" S4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- D1<br /> <br /> agoniser rounds - Devastating wounds against monsters and vehicles<br /> Shredder rounds - sustained hits against infantry or mounted<br /> Acidifer Rounds - -2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span><br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 05:35:32]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806539.page"><b>Hellebore wrote:</b></a><br/>Would it be so bad for kabalites to have a toxin list that they chose from every time they shot?<br /> </div></blockquote><br /> <br /> Probably not. I think it just sort of "feels weird."  The closest mechanic we've had for precedent is probably the special ammo profiles that used to be available on sternguard and are still(?) available to Death Watch. In those cases, you were dealing with not just marines but especially expensive marines. Whereas kabalites have always(?) been relatively cheap due to their squishy statline. So giving a relatively cheap unit a rule that basically lets them mathhammer their basic guns into performing better on the fly risks feeling like a roundabout and possibly overcomplicated way of just upping their lethality. You could probably get a similar end result by just making splinter rifles A3 or something.<br /> <br /> That said, the kabalite cartel detachment does something sorta kinda similar and applies those buffs not just to splinter weapons but to all kabalite or mercenary weapons both ranged and melee. Granted, that's using up the detachment rule slot, but you can probably imagine a scaled-down version that gets slapped on kabalites specifically. Or alternatively, make it a special rule for a lhamean or haemonculus or something.  The lhamean tosses a "venom catalyzer grenade" at a target, and anyone shooting that target can use the improved profile on their splinter weapons. <br /> <br /> I could also see a version of splinter weapons where they choose between a an offense-buffing profile and a debuff profile. So imagine a splinter rifle with the current statline, minus the anti-infantry rule. Then every time you shoot, you can choose between: <br /> Venom Rounds: Your attacks wound non-vehicles on 3+ regardless of Toughness. <br /> Paralyzer Rounds: You're stuck with the crummy low-strength profile, but one non-vehicle target suffers -1 to-hit and -2" to movement in the following turn. <br /> <br /> So even with just two options, by shifting the focus of one of the profiles away from offense and towards utility, splinter rifles suddenly have a job even when they're presented with targets that they're very good at killing. ]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 06:12:42]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ The argument of you can achieve the same by making them a3 is true for all rules. Ultimately you don't need lethal hits or devastating wounds as rules. But we use them for a small amount of flavour.<br /> <br /> So it's not really persuasive to me <br />  And if it was solved by more attacks then the aforementioned deathwatch would have gotten it instead of bespoke custom rounds.<br /> <br /> This is why I mentioned it as a battle focus idea previously as a range of effects you can pick on of each per round.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>Imo</span> kabalites are too hordey at the moment so anything to make their hammer harder and their cost higher is preferred. Maybe if they had a generic mutie slave horde unit that's not grotesques or whatever that any cult can deploy it would make sense. But even their cloning system doesn't make endless warriors.<br /> <br /> They just suck and I'd like to see them better. Beyond just making them an elf horde]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 08:12:35]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ The three rounds thing does appeal, even if you tie it to <span class="glossaryitem" onmouseover='gp(707);'>CP</span>. Not only would it act as some restraint, preventing every Kabul squad being a hard counter? But in terms of the background it represents each squad/warband being self funded, and so whilst yes it may have access to nastier venoms and pizzens and that? They’re a premium cost not to be used carelessly.<br /> <br /> To revisit my proposal for Venom sized support craft? Bubble Shield to grant an <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> to models within range. Or a Webway portal mounted on the back, allowing it to deposit multiple squads. For more offensive options adapted weapons we see in Craftworlds. A Vibro-Weapon of modest hittiness, the main purpose being to slow down the target via suddenly unsure footing, a Mono-filament weapon you can cast onto Objectives to lower OC?<br /> <br /> The sort of support weapon that needs something to support for best results.]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 08:58:10]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I feel like the thread is just "what <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need is for Kabalites with Splinter Rifles to be better".<br /> <br /> Focusing on poison is to my mind bizarre, because its such a minority concern. I guess there's the Kabalite detachment which is "kabalites in transports, the list". But otherwise you are hardly likely to bring enough splinter-armed kabalites to be bothered.<br /> <br /> You don't win games by lining up kabalites and shooting stuff to death. You haven't done... well, ever frankly. Old-school venom spam was a thing - but that was when 6 shots was good because even <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> would roll 1s to save from time to time and only had 1 wound.<br /> <br /> Its like whenever Marines are struggling you get debates about how "bolters" are too weak - as if Marine lists regularly consist of 60 tactical marines. (You - yes you - reading this, I know you run a list of 60 tactical marines, but most do not.)]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 10:32:14]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806570.page"><b>Tyel wrote:</b></a><br/>I feel like the thread is just "what <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need is for Kabalites with Splinter Rifles to be better".<br /> <br /> Focusing on poison is to my mind bizarre, because its such a minority concern. I guess there's the Kabalite detachment which is "kabalites in transports, the list". But otherwise you are hardly likely to bring enough splinter-armed kabalites to be bothered.</div></blockquote><br /> <br /> The reason the rules for poison matter is that it's not just the weapon of Kabalites.<br /> <br /> It's also:<br />  - The weapons of the Hand of the Archon<br />  - The weapons of Hellions<br />  - The weapons of Reavers<br />  - The weapons of Scourges<br />  - The weapons of Venoms<br />  - (Some) of the weapons of the Razorwing Jetfighter<br />  - The weapons of Wracks<br />  - The ranged weapons (such as they are) of <span class="glossaryitem" onmouseover='gp(56);'>HQs</span><br />  - The melee weapons of <span class="glossaryitem" onmouseover='gp(56);'>HQs</span><br /> <br /> (And I'm not even including the units like Lhamaeans and Sslyth that were chopped from 10th.)<br /> <br /> It's like saying to Marines that it doesn't matter if their 400 versions of Bolt-weapons are all given useless profiles because Tactical Marines aren't that important.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 11:30:50]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I’d prefer they just make the guns work well, without picking poisons.  The underlying assumption for that kind of thing is that the unit is using the correct toxin for the target anyway.<br /> <br /> Special ammo for sternguard was a special thing for a single elite unit.  And I used the same rounds like 80% of the time.  Options were nice for those other times, but honestly smoother gameplay is another feature to consider.  Especially for a core unit and a gun found in a lot of places.<br /> <br /> If they bring back trueborn, it might be fun to have options for exotic poisons for a specialist elite unit.  But for a bread and butter staple of the army?  Keep it simple.]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 13:12:47]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806570.page"><b>Tyel wrote:</b></a><br/>I feel like the thread is just "what <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need is for Kabalites with Splinter Rifles to be better".<br /> <br /> Focusing on poison is to my mind bizarre, because its such a minority concern. I guess there's the Kabalite detachment which is "kabalites in transports, the list". But otherwise you are hardly likely to bring enough splinter-armed kabalites to be bothered.<br /> <br /> You don't win games by lining up kabalites and shooting stuff to death. You haven't done... well, ever frankly. Old-school venom spam was a thing - but that was when 6 shots was good because even <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> would roll 1s to save from time to time and only had 1 wound.<br /> <br /> Its like whenever Marines are struggling you get debates about how "bolters" are too weak - as if Marine lists regularly consist of 60 tactical marines. (You - yes you - reading this, I know you run a list of 60 tactical marines, but most do not.)</div></blockquote><br /> <br /> This is a painfully reductive take though, maybe it should be possible for a kabalite force to be offensively useful? Maybe the bolter shouldn't be pillow fisted?<br /> <br /> Any argument rooted in "why does it need to be viable because it isn't/wasn't previously", can immediately be thrown out <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 13:44:27]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806543.page"><b>Wyldhunt wrote:</b></a><br/>Venom Rounds: Your attacks wound non-vehicles on 3+ regardless of Toughness.</div></blockquote>I don't think they should also wound Monsters on a 3+.<br /> Make it non-Monsters and non-Vehicles on a 3+, Monsters on a 5+, and Vehicles they get no bonus against.]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 15:53:12]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b8febc856ffb4031ba01b2bab065d8fd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806580.page"><b>Nevelon wrote:</b></a><br/>I’d prefer they just make the guns work well, without picking poisons.  The underlying assumption for that kind of thing is that the unit is using the correct toxin for the target anyway.<br /> <br /> Special ammo for sternguard was a special thing for a single elite unit.  And I used the same rounds like 80% of the time.  Options were nice for those other times, but honestly smoother gameplay is another feature to consider.  Especially for a core unit and a gun found in a lot of places.<br /> <br /> If they bring back trueborn, it might be fun to have options for exotic poisons for a specialist elite unit.  But for a bread and butter staple of the army?  Keep it simple.</div></blockquote><br /> <br /> Potentially a perk of Trueborn? Representing the difference between smelly Kaballite and even Minor Nobles when it comes to the division and availability of resources within Commoragh. Kaballites stuck with “one size pizzens most”, Trueborn flexing their comparative wealth with a selection of more potent pizzens and toxins, allowing them to hunt higher value targets. The sort which, let’s face it, they’d only liberate from the mere plebs anyways.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Heck, let Trueborn really load for bear. Blast Pistols, Agoniseds, fancy ammo for Splinter Carbines, field traps, all the gear, hopefully some idea etc.]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 16:01:23]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Replying to a few comments earlier:<br /> <br /> RE: Dias (Vect)/ Not good for Malys<br /> <br /> This is why the Dias reboot needs to be a plastic Tantalus with an uprade sprue released as a dual build. Again, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> hasn't figured out that dual builds are a way to increase sales of named kits.<br /> <br /> I can by one Yriel. If <span class="glossaryitem" onmouseover='gp(50);'>GW</span> were smarter, they could have sold me the same kit 3 times by making it a Yriel/ Generic Corsair Prince dual build kit.<br /> <br /> RE: Mercenaries and leaders in lore and on the table<br /> <br /> The answer that you got to this question was about the Court and Beasts... Which I never thought of as Merceneraries: Courts are pure Kabal (it's in the name- they aren't called Court of the Succubus or Haemonculus) and beasts are pure Wyches.<br /> <br /> The actual mercenaries we have are:<br /> <br /> Incubi + Drazhar<br /> Mandrakes + Kheradruahk (AKA Decapitator, no model yet (or ever))<br /> Scourges + no <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> I believe that when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> updated the fluff around Madrakes, they were telegraphing an eventual Kheradruahk release. <br /> <br /> As for Scourges, I want to build a Scourge <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> based on Krethusa the Croneseer from <span class="glossaryitem" onmouseover='gp(694);'>AOS</span>, but there's no card for the character, so I'd have to make one. She'd be great though.<br /> <br /> I plan to keep my bat-winged Scourges and feathered Scourges separate- painting their armour in different colours to indicate that they are two separate cults. Krethusa, obviously, is a feathered <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Morathi on foot COULD be a batwing <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, but her wings aren't really practical bat wings- plus I can't by just jump infantry Morathi, and I don't want to pay for her giant snake model when I'm not going to use it.<br /> <br /> I would strongly support the addition of Kheradruahk and a Scourge <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, but again, I'd prefer a Named/ Generic dual build for both... But <span class="glossaryitem" onmouseover='gp(50);'>GW</span> just can help but leave that money in my wallet.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 16:13:21]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I just want to be able to give my haemonculus his arcane wargear again. Why are his slave-students, the wracks, allowed to use their owner-teachers' guns when he isn't? I don't care about the math, or about the balance. I modeled my haemonculus to have a hexrifle and a flesh gauntlet because I thought that looked cool, but then he wasn't allowed to use anything besides his basic melee weapon. I just want fun rules again. We had them in 5th, why can't we have them now?]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 16:19:13]]> GMT</pubDate>
				<author><![CDATA[ LorantheWise]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Hellebore wrote:</cite>The argument of you can achieve the same by making them a3 is true for all rules. Ultimately you don't need lethal hits or devastating wounds as rules. But we use them for a small amount of flavour.<br /> <br /> So it's not really persuasive to me <br />  And if it was solved by more attacks then the aforementioned deathwatch would have gotten it instead of bespoke custom rounds.</div></blockquote><br /> Valid points.  I guess for me personally, picking between <span class="glossaryitem" onmouseover='gp(412);'>DW</span>, better <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, and +1 Damage all just feel too similar. It doesn't feel like I'm doing a different cinematic effect (the way a dragonfire round usually feels different from a kraken bolt round) so much as it feels like I'm just solving a math problem. There isn't a "cinematic" enough distinction between <span class="glossaryitem" onmouseover='gp(412);'>DW</span> and better <span class="glossaryitem" onmouseover='gp(6);'>AP</span> for it to feel like it's ultimately much different from just upping the Attacks on the rifles, I guess. But I acknowledge that that might just be me. <br /> <br /> <blockquote class="uncited"><div>This is why I mentioned it as a battle focus idea previously as a range of effects you can pick on of each per round.</div></blockquote><br /> I think I missed that. My bad. Weirdly, I'm not sure if poison a prevalent/core enough part of drukhari identity for me to want it as our army rule. Almost all craftworlders are fast and agile enough for Battle Focus to make sense. I'm not sure half the things that have poison care about said poison enough to warrant making it an army rule, but I wouldn't be opposed if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> went that route. Basically just represents a limited supply of special ammo the drukhari are reluctant to use up in a hurry.<br /> <br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(72);'>Imo</span> kabalites are too hordey at the moment so anything to make their hammer harder and their cost higher is preferred. Maybe if they had a generic mutie slave horde unit that's not grotesques or whatever that any cult can deploy it would make sense. But even their cloning system doesn't make endless warriors.<br /> <br /> They just suck and I'd like to see them better. Beyond just making them an elf horde</div></blockquote><br /> <br /> I'm not opposed to less hordey kabalites, but I also don't mind them being where they're at (about as hordey as sisters). In practice, about half a kabalite squad is packing some kind of special weapon that makes them satisfyingly lethal. And when I'm splitting the squad up with a venom, they're usually being used in a sneaky fashion, either stickying objectives while trying to remain hidden or else using the venom's rule to take potshots with heavy weapons and then re-embark/hide.  So I don't generally feel like I'm throwing warriors away the way I do, say, termagants. <br /> <br /> They're kind of a utility unit that *needs* a transport (or two) per squad to get the most out of them, but they're either chipping respectable chunks of damage off the enemy or performing useful action monkey services at a respectable price depending on how you use them. And they never feel like they're guardsmen levels of expendable.<br /> <br /> <blockquote><div><cite>Tyel wrote:</cite>I feel like the thread is just "what <span class="glossaryitem" onmouseover='gp(27);'>DE</span> need is for Kabalites with Splinter Rifles to be better".<br /> <br /> Focusing on poison is to my mind bizarre, because its such a minority concern. I guess there's the Kabalite detachment which is "kabalites in transports, the list". But otherwise you are hardly likely to bring enough splinter-armed kabalites to be bothered.</div></blockquote><br /> I think it's easy to latch on to poison weapons as a thing that could stand to be handled better/differently because of the wonky interactions such weapons currently have with various unit types. It's weird that fenrisian wolves are bizarrely immune to our poisons, for instance. Kabalites are mainly getting latched onto because they're the battleline unit with the basic poison rifle. To my mind, poison weapons aren't necessarily, *terrible*.  They just feel kind of lazily done. Like someone didn't want to write out "anti-infantry, anti-beast, anti-mounted" on every relevant profile and also couldn't be bothered to just lump it all into a "Poison" rule in the army rule section. And the mechanics vs fluff of poison have been a little weird off an on throughout the ages. Like back when a splinter rifle was equally good at hurting a space marine as it was a guardsman. Basically, poison is a rule that dark eldar players generally like, but which always feels like it's handled just a bit strangely. <br /> <br /> <blockquote><div><cite>JNAProductions wrote:</cite><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806543.page"><b>Wyldhunt wrote:</b></a><br/>Venom Rounds: Your attacks wound non-vehicles on 3+ regardless of Toughness.</div></blockquote>I don't think they should also wound Monsters on a 3+.<br /> Make it non-Monsters and non-Vehicles on a 3+, Monsters on a 5+, and Vehicles they get no bonus against.</div></blockquote><br /> Sure. I think that's reasonable.  Mainly I was just pitching the concept of having a version of the gun that focuses on some sort of support/utility (debuffs) and then a different profile that actually does damage. That way, you can easily nod to the idea that kabalites are loading up the appropriate type of toxin for the job, but you don't end up feeling like you're "solving a math problem" by just auto-selecting whichever round is most mathematically efficient against a given target. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 21:00:44]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I still only have like.. perspective of Dark Eldar from 3-5th edition.  <br /> <br /> I know one thing I would do with the splinter rifle and units with the weapon in general, is I would provide unit option/upgrades for them. <br /> <br /> Default would be standard Strength 3, AP5, Rapid Fire. <br /> <br /> Units with them would have option for Soul Seeker Ammo (re-roll misses, ignore cover save),  or Poison ammo (4+ wound no matter toughness), Splinter pistols and splinter cannons would use the same ammo. <br /> <br /> I would also have options for upgrading the rifle itself from Rapid Fire to Assault,  or upgrade the rifle so that it is similar to a Kroot Rifle (gives +1 attack in close combat).   And kabalite warrior units would also be able to switch their rifle for a pistol and combat weapon. <br /> I'd open up the weapon upgrade flexibility so that 1 in 5 warriors can select a dark lance, splinter cannon, blaster, or shredder (or other options that are available) instead of splitting them into "heavy" and "assault" categories. That way you could have specialized assault or heavy support squads. <br /> <br /> That would make, I feel, kabal warriors, hellion squads, reaver jetbike squads, and scourge squads, all more flexible.]]></description>
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				<pubDate><![CDATA[Tue, 24 Feb 2026 22:04:42]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I agree, give Kabalites the option of pistol/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span>.<br /> <br /> Also, bring back 20 man units. I have fond memories of playing warrior spam. 100+ guys on the field, tons of infantry Dark Lances ripping up vehicles.<br /> <br /> As for the splinter rifles themselves:  yes, make them like Kroot rifles. +1 attack. Would assault 3 make them too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>?]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 01:08:36]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I would like my Talos/Cronos units to be restored to units of 1-3.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 03:00:34]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>cuda1179 wrote:</cite>I agree, give Kabalites the option of pistol/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span>.<br /> <br /> Also, bring back 20 man units. I have fond memories of playing warrior spam. 100+ guys on the field, tons of infantry Dark Lances ripping up vehicles.</div></blockquote><br /> Hrm. I want to support both of these ideas, but I do wonder if we'd be better off splitting them up into different datasheets at that point. Give the melee kabalites their own rules to help them be something other than just a sidegrade/downgrade from wyches/wracks/incubi (melee build) or a rule to help explain what a 20-strong blob of warriors is doing on foot rather than riding in raiders in squads of 5-10. <br /> <br /> On the note of melee kabalites, I'll point out that craftworlders have storm guardians (10 bodies, mostly melee+pistol loadouts with a handful of special weapons mixed in, sticky objective rule), and they'd drop their bad melee weapons in a heartbeat if they could take catapults instead. <br /> <br /> I like the idea of being able to take the squad in different configurations, but they might need a bit more to help them find a niche.<br /> <br /> <blockquote class="uncited"><div>As for the splinter rifles themselves:  yes, make them like Kroot rifles. +1 attack. Would assault 3 make them too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>?</div></blockquote><br /> Probably not (scourges can take shardcarbines), but it might require they be a bit more expensive, which in turn means they'd be "worse" (point for point) at their current jobs because they're more of a special weapon + action monkey unit than a rifle unit. So you'd have to strike a good balance. I'd also worry that 20 shardcarbines in a single unit might be begging for some kind of wombo combo sillyness. Also also, trueborn used to have access to shardcarbines. This makes me feel even more like maybe we should just bring back trueborn in some form.<br /> <br /> <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</cite>I would like my Talos/Cronos units to be restored to units of 1-3.</div></blockquote><br /> Seconded.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 04:42:24]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806592.page"><b>Dudeface wrote:</b></a><br/>This is a painfully reductive take though, maybe it should be possible for a kabalite force to be offensively useful? Maybe the bolter shouldn't be pillow fisted?<br /> <br /> Any argument rooted in "why does it need to be viable because it isn't/wasn't previously", can immediately be thrown out <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.</div></blockquote><br /> <br /> Is it though? I mean complaining bolter weapons aren't good into targets X and Y when you have many other tools seems reductive. <br /> Should an army composed purely of Intercessors be able to gun everything down? Or should you need some melta, some power fists, some whatever?<br /> <br /> If splinter was bad into everything then sure - but anti-infantry 3+ is relatively good into infantry.<br /> <br /> Vipoid's list looks extensive - but really Hellions are a melee unit (and a good one) while Reavers are an objective scoring unit with a special weapon and some token splinter fire. <br /> Hand of the Archon is just "Kabalites+1" - so fair, but in practice you are probably taking all the special weapons over basic splinter rifles (same for Kabs).<br /> Splinter Scourge are relevant I guess, but this version is arguably the best they've ever been. Does it really matter if they aren't good into certain targets?<br /> <br /> "My characters's splinter pistols wound bikers on 6s - this is an outrage" feels like a reach. Its really not an issue with playing Dark Eldar.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 10:56:04]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ As I understand the argument, the issue isn’t that Splinter Rifles are bad, so much that the wider rules create situation where Splinter Rifles struggle.<br /> <br /> Against <i>Infantry</i> they remain pretty competent as side arms go. But there are things such as Bikes and Battlesuits where they just don’t get their perk.<br /> <br /> And that extends to other toys that rely on Poison to do their jobs.<br /> <br /> That leads to odd situations where against say, Marines, your Splinter weapons and other poisons work as intended. But against say, Tau? There are significant parts of your opponent’s army you just struggle against.<br /> <br /> Yes, other toys like Blasters, Shredders, Blast Pistols will more than lend a hand. But there are so many of those to an army, and they don’t really balance it out when by dint of <i>external rules</i> anything normally reliant on Poison type rules are heavily neutered.<br /> <br /> Hopefully it’s not too hyperbolic to draw some comparison with fighting against an Imperial Knight army in 7th Edition, where the vast majority of weapons just Did Sod All. That problem of course applied to most if not all armies other than Knight on Knight action. But even then, it felt bad.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 11:15:49]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806762.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>As I understand the argument, the issue isn’t that Splinter Rifles are bad, so much that the wider rules create situation where Splinter Rifles struggle.<br /> <br /> Against <i>Infantry</i> they remain pretty competent as side arms go. But there are things such as Bikes and Battlesuits where they just don’t get their perk.<br /> <br /> And that extends to other toys that rely on Poison to do their jobs.<br /> <br /> That leads to odd situations where against say, Marines, your Splinter weapons and other poisons work as intended. But against say, Tau? There are significant parts of your opponent’s army you just struggle against.<br /> <br /> Yes, other toys like Blasters, Shredders, Blast Pistols will more than lend a hand. But there are so many of those to an army, and they don’t really balance it out when by dint of <i>external rules</i> anything normally reliant on Poison type rules are heavily neutered.<br /> <br /> Hopefully it’s not too hyperbolic to draw some comparison with fighting against an Imperial Knight army in 7th Edition, where the vast majority of weapons just Did Sod All. That problem of course applied to most if not all armies other than Knight on Knight action. But even then, it felt bad.</div></blockquote><br /> <br /> The other element discussed was the fact that even into infantry targets an intercessor is sometimes just as good, if not better per point, then continues to be better into other targets too.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 12:57:04]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ What if they went back to the formula of 2 heavies, two specials per 10 Kabalites? Duplicates allowed.  That, with the leader's blast pistol, really does help against the heavier stuff.<br /> <br /> Apply the same formula if they brought back 20 man squads. Blast pistol, 4 blasters, 4 Dark Lances.  That could do damage to Terminators or vehicles. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 16:20:54]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806772.page"><b>Dudeface wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806762.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>As I understand the argument, the issue isn’t that Splinter Rifles are bad, so much that the wider rules create situation where Splinter Rifles struggle.<br /> <br /> Against <i>Infantry</i> they remain pretty competent as side arms go. But there are things such as Bikes and Battlesuits where they just don’t get their perk.<br /> <br /> And that extends to other toys that rely on Poison to do their jobs.<br /> <br /> That leads to odd situations where against say, Marines, your Splinter weapons and other poisons work as intended. But against say, Tau? There are significant parts of your opponent’s army you just struggle against.<br /> <br /> Yes, other toys like Blasters, Shredders, Blast Pistols will more than lend a hand. But there are so many of those to an army, and they don’t really balance it out when by dint of <i>external rules</i> anything normally reliant on Poison type rules are heavily neutered.<br /> <br /> Hopefully it’s not too hyperbolic to draw some comparison with fighting against an Imperial Knight army in 7th Edition, where the vast majority of weapons just Did Sod All. That problem of course applied to most if not all armies other than Knight on Knight action. But even then, it felt bad.</div></blockquote><br /> <br /> The other element discussed was the fact that even into infantry targets an intercessor is sometimes just as good, if not better per point, then continues to be better into other targets too.</div></blockquote><br /> Good summary from Mad Doc and good point from DudeFace.  <br /> <br /> Personally, my *main* issue with poison is just the weird interations with certain armies. Not being able to poison fenrisian wolves or necron scarabs, for instance. <br /> <br /> Somewhat related to that is the way our offense has been broken up into tiers moreso than in previous editions (things like blasters now being more of an anti-heavy infantry/light vehicle weapon than an actual tank buster) means that each tier of weapon has to do more work on its own and is less able to pitch in against secondary targets. So for instance, my splinter weapons can no longer reliably whittle down enemy bikers the way they used to which means I need to call in more help bigger guns like lances. But my blasters can't help my lances finish tank busting as reliably as before, so it's harder to spare lances to shoot the bikers. Basically, it's harder for us to nickel and dime our way through enemies because we need relatively specific weapons shooting into relatively specific places. For comparison, craftworlders are supposed to be a faction with lots of specialized shooting, but they have enough forms of shooting that are good into a variety of targets (shuriken cannons, lethal hit hawk lasblasters, dark reapers, etc.) that they don't really have this same issue. <br /> <br /> And then somewhat related to that last paragraph, as Dudeface reminded us, is the point that despite our shooting being more specialized, it's not necessarily more effective against our preferred targets. And personally, I don't really want it to be.  I want it to simply be a bit more flexible instead. When I saw our weapon profiles being teased with Anti-Infantry 3+ instead of Poison 4+, I immediately went, "Oh no. They think they're buffing us, but they aren't." Poison weapons were pretty neat when they could trade efficiently into higher toughness infantry and bikes and could also be counted on to deal with swarms, etc. It was *weird* when they wounded T3 and lower targets less well than bolters, but poison weapons in general were more comfortable because you didn't have to worry about a unit *technically* not being specific infantry to be effective. You could toss a sybarite or hekatrix with an agonizer at a squad of bikes and give them decent odds of dragging one of the bikes down on their own.  You could count on your splinters to help thin out anything that wasn't a vehicle. Whereas now you face necrons, see a bunch of wraiths and scarabs and realize your basic guns basically don't get to contribute in this game.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/196.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806803.page"><b>cuda1179 wrote:</b></a><br/>What if they went back to the formula of 2 heavies, two specials per 10 Kabalites? Duplicates allowed.  That, with the leader's blast pistol, really does help against the heavier stuff.<br /> <br /> Apply the same formula if they brought back 20 man squads. Blast pistol, 4 blasters, 4 Dark Lances.  That could do damage to Terminators or vehicles. </div></blockquote><br /> <br /> I don't think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> would like it because it goes against their newer paradigm of mainly letting you field what comes in the box (although they've applied that inconsistently.)  <br /> <br /> If you applied that pattern to the single default kabalite datasheet, you'd basically make it so that no one ever took splinter cannon kabalites again because lances are too much more valuable. If you made that it's own datasheet, you could probably balance it as needed, but I get nervous when the "point" of a proposed unit is just to create an even more points efficient version of an existing unit (because of the more concentrated anti-tank firepower). <br /> <br /> As someone who has used 20-man warrior blobs as part of a webway bomb in the past, I find them slightly hard to justify in terms of fluff. They're pretty much the same as just taking 2x10 warriors except that there's more potential to wombo-combo a bunch of buffs in one place. And I don't particularly like wombo combo design. Nor do I particularly want kabalites to be an actual "horde" unit where the point is to spam 120 of them in a list. So if we're not wombo-comboing and we're not trying to turn them into a horde unit, what's the point of the extra large squad?<br /> <br /> (If anything, I'd like the option to go back to taking them in 5-man squads so I can use them as scoring pieces/action monkeys without having to invest in an extra venom.)]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 16:22:06]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ What I love about 20 man units is that they just might have enough volume of fire to get something done. A lone 10-man unit is barely a threat to anything that's not Guard/ork boys. Look at us, we killed a single marine! With 20 ,and all the heavies/specials, you might be able to cripple a vehicle while also slightly annoying an infantry unit of convenience.<br /> <br /> Yes, this unit is prime target for the Wombo Combo, but it's somewhat balanced by not being able to mount a Raider. So mobility is lower, no deepatrike.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 19:00:25]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Saying a Kabalite is worth 11.5 points and they therefore lose to an Intercessor is just wrong to my mind.<br /> <br /> Kabalites are that price because you are taking a dark lance, a blaster, a splinter cannon, a shredder and probably a blast pistol (<span class="glossaryitem" onmouseover='gp(274);'>ymmv</span> on that I guess if they are backfield objective camping - but I think its a no brainer).<br /> <br /> In "old money" basic Kabalites are about 7~ points. Say 70 for the squad then 10 points for the specials and 5 for the pistol. (Whether the grenade launcher/icon is worth anything is a further debate - if yes the individuals go down more) Obviously modern <span class="glossaryitem" onmouseover='gp(3);'>40k</span> doesn't work that way - but there's no way you can say the scrubs with splinter rifles are worth 1/10th of the unit. How do splinter rifle guys fare against Intercessors at 8 points? 7? 6?]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 23:21:53]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806874.page"><b>Tyel wrote:</b></a><br/>Saying a Kabalite is worth 11.5 points and they therefore lose to an Intercessor is just wrong to my mind.<br /> <br /> Kabalites are that price because you are taking a dark lance, a blaster, a splinter cannon, a shredder and probably a blast pistol (<span class="glossaryitem" onmouseover='gp(274);'>ymmv</span> on that I guess if they are backfield objective camping - but I think its a no brainer).<br /> <br /> In "old money" basic Kabalites are about 7~ points. Say 70 for the squad then 10 points for the specials and 5 for the pistol. (Whether the grenade launcher/icon is worth anything is a further debate - if yes the individuals go down more) Obviously modern <span class="glossaryitem" onmouseover='gp(3);'>40k</span> doesn't work that way - but there's no way you can say the scrubs with splinter rifles are worth 1/10th of the unit. How do splinter rifle guys fare against Intercessors at 8 points? 7? 6?</div></blockquote>At 8 PPM (exactly half of an Intercessor) their damage is equal into <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>, worse into <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, point for point.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 23:25:33]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Can’t really look at units in isolation like that. Need to look at the wider context of the army, what else is competing for your points within your Codex, and what your options are for playing the objectives game.<br /> <br /> Thats not to therefore argue all are therefore appropriately and fairly pointed.<br /> <br /> But straight off the bat? Intercessors only get their Bolt Rifles and I believe a couple of auxiliary Grenade Launchers.<br /> <br /> Kaballite Warriors get a spread of heavy/special weapons, which whilst hardly a win button, does give them options beyond menacing enemy infantry.<br /> <br /> Is a Kaballite squad going to drop a tank, monster or Dread in a single volley? Almost certainly not, no. But. They may be the very dab to take off the final wounds, or drop them low enough to start degrading that unit.<br /> <br /> And. If memory serves? As you can freely split your fire, that’s a further suite of options open to Kaballites (splinter up some infantry, dark lance a tank or transport or a passing hippo) that the Intercessors don’t enjoy.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2026 23:30:52]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806717.page"><b>Wyldhunt wrote:</b></a><br/><br /> On the note of melee kabalites, I'll point out that craftworlders have storm guardians (10 bodies, mostly melee+pistol loadouts with a handful of special weapons mixed in, sticky objective rule), and they'd drop their bad melee weapons in a heartbeat if they could take catapults instead. <br /> </div></blockquote><br /> <br /> I think storm guardians needs to get the options they had in 2nd edition, possibly with some expansion. Every member should be able to have combat weapon, and swap it out for chainsword, power sword, power axe, or power fist.  And all should have shuriken pistol with option to swap out for plasma pistol (or star pistol), fusion pistol, flame pistol, etc. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 00:47:54]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806880.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806717.page"><b>Wyldhunt wrote:</b></a><br/><br /> On the note of melee kabalites, I'll point out that craftworlders have storm guardians (10 bodies, mostly melee+pistol loadouts with a handful of special weapons mixed in, sticky objective rule), and they'd drop their bad melee weapons in a heartbeat if they could take catapults instead. <br /> </div></blockquote><br /> <br /> I think storm guardians needs to get the options they had in 2nd edition, possibly with some expansion. Every member should be able to have combat weapon, and swap it out for chainsword, power sword, power axe, or power fist.  And all should have shuriken pistol with option to swap out for plasma pistol (or star pistol), fusion pistol, flame pistol, etc. </div></blockquote>That would make them a LOT more expensive-not something generally desirable on an objective grabber.]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 00:52:00]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/196.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806836.page"><b>cuda1179 wrote:</b></a><br/>What I love about 20 man units is that they just might have enough volume of fire to get something done. A lone 10-man unit is barely a threat to anything that's not Guard/ork boys. Look at us, we killed a single marine! With 20 ,and all the heavies/specials, you might be able to cripple a vehicle while also slightly annoying an infantry unit of convenience.<br /> <br /> Yes, this unit is prime target for the Wombo Combo, but it's somewhat balanced by not being able to mount a Raider. So mobility is lower, no deepatrike.</div></blockquote><br /> <br /> Is wombo-combo'ing the goal though? Because if not, why not just take a second squad of 10? They'd be more flexible and less vulnerable to blasts. And if wombo-combo'ing *is* the goal, I'm probably against it because it means the unit is designed with the combo in mind and tends not to work well unless you're stacking the intended buffs together in one place.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806880.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806717.page"><b>Wyldhunt wrote:</b></a><br/><br /> On the note of melee kabalites, I'll point out that craftworlders have storm guardians (10 bodies, mostly melee+pistol loadouts with a handful of special weapons mixed in, sticky objective rule), and they'd drop their bad melee weapons in a heartbeat if they could take catapults instead. <br /> </div></blockquote><br /> <br /> I think storm guardians needs to get the options they had in 2nd edition, possibly with some expansion. Every member should be able to have combat weapon, and swap it out for chainsword, power sword, power axe, or power fist.  And all should have shuriken pistol with option to swap out for plasma pistol (or star pistol), fusion pistol, flame pistol, etc. </div></blockquote><br /> <br /> They'd be a very different unit at that point, but my point wasn't to complain about the state of storm guardians. My goal was to point out that the hypothetical melee + pistol kabalite unit would theoretically end up looking very similar to a modern storm guardian unit. So if storm guardians would gladly swap their swords for guns, our hypothetical kabalites probably would too. There's something to be said for customization and variety for its own sake, but I don't think a unit of kabalites with stormy-style melee weapons would be considered particularly useful. I think people would just take the guns instead so they can do damage to the enemy at a distance rather than having to get up close. <br /> <br /> Which is why I said earlier that a hypothetical melee kabalite unit should maybe be its own datasheet so you can give them a different special rule or some different wargear options or *something* so that people have a reason to *want* to take melee weapons over guns other than the aesthetic.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/818421/11806874.page"><b>Tyel wrote:</b></a><br/>Saying a Kabalite is worth 11.5 points and they therefore lose to an Intercessor is just wrong to my mind.</div></blockquote><br /> Honestly, I think warriors are <i>fine </i>as an overall package as they are now. They just have a few annoying quirks that would be welcome areas for improvement. <br /> <br /> * The splinter rifle guys feel very meh. There's the poison weirdness we've covered pretty well at this point, but basically they just feel both kind of limited in the variety of units they can go after and not *great* against those units in general. We used to be able to make these feel pretty good either through a lhamean's buffs or splinter racks or by simply being able to point their rifles at something like a bike or wraith or whatever.  Right now, these guys are just kind of meh on their own. <br /> <br /> * They have like 5 weapon profiles to resolve in the shooting phase. Which is annoying and just the result of 10th edition not wanting to put points on wargear. They knew that the splinter cannon (and probably shredder) would be never takes next to the dark lance (and probably blaster), and they didn't want you taking a 5-man dark lance squad, so they locked you in at 10 models and gave you all the special weapons in one place even though they have wildly different jobs. <br /> <br /> * The unit is *really* designed to be split up into 5 man squads using venoms. So instead of just taking a 5-man squad like you used to and being happy with a cheap little blaster or shredder dude and his sybarite running around and doing action monkey stuff, you instead have to invest in a twice as expensive squad (making them harder to splash into lists) and then ensure you're fielding the right number of venoms to break those 10-man units up into much more flexible/efficient 5-man squads. Which is just annoying and feels like a consequence, again, of the no-points-for-wargear thing. <br /> <br /> * Realistically, they don't have the durability for you to be shoving a bunch of them all over the board and trying to sticky everything. Generally you're just stickying home base and your natural extension objective. So they're a utility unit that you get less use out of the more of them you take meaning you're sort of dissuaded from taking more than 1 or 2 of your battleline kabalite unit. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 03:34:32]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ On Kaballites, a proposed main unit weapon option. Stats offered are just suggestions rather than anything I’ve thought through particularly well.<br /> <br /> R 18”, S3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2, D1, Assault 2.<br /> <br /> Concept is a lower yield, faster firing Blast weapon variant.<br /> <br /> Not sure on the S3. I still consider that a fairly average side arm strength, but as ever my knowledge of the game is woefully out of date.<br /> <br /> The intent is something with more reliable <span class="glossaryitem" onmouseover='gp(6);'>AP</span> punch, without it becoming the obvious option over Splinter Rifles - hence the modest Strength. Just not sure if it’s too modest.]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 10:31:07]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806881.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806880.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806717.page"><b>Wyldhunt wrote:</b></a><br/><br /> On the note of melee kabalites, I'll point out that craftworlders have storm guardians (10 bodies, mostly melee+pistol loadouts with a handful of special weapons mixed in, sticky objective rule), and they'd drop their bad melee weapons in a heartbeat if they could take catapults instead. <br /> </div></blockquote><br /> <br /> I think storm guardians needs to get the options they had in 2nd edition, possibly with some expansion. Every member should be able to have combat weapon, and swap it out for chainsword, power sword, power axe, or power fist.  And all should have shuriken pistol with option to swap out for plasma pistol (or star pistol), fusion pistol, flame pistol, etc. </div></blockquote>That would make them a LOT more expensive-not something generally desirable on an objective grabber.</div></blockquote><br /> <br /> Why would they be an objective grabber? that's the job of guardian defender squads, storm guardians with power weapons should be ripping up units in melee. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 10:47:15]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite>On Kaballites, a proposed main unit weapon option. Stats offered are just suggestions rather than anything I’ve thought through particularly well.<br /> <br /> R 18”, S3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-2, D1, Assault 2.<br /> <br /> Concept is a lower yield, faster firing Blast weapon variant.<br /> <br /> Not sure on the S3. I still consider that a fairly average side arm strength, but as ever my knowledge of the game is woefully out of date.<br /> <br /> The intent is something with more reliable <span class="glossaryitem" onmouseover='gp(6);'>AP</span> punch, without it becoming the obvious option over Splinter Rifles - hence the modest Strength. Just not sure if it’s too modest.</div></blockquote><br /> The disintegrator might be a better comparison. Blasters are meant to be more like our meltaguns. *Ignoring that heat lances exist.) <br /> <br /> As usual, I'm too lazy to crunch numbers.  That said, against a <span class="glossaryitem" onmouseover='gp(95);'>meq</span> profile, this is basically translating to -2 on the to-wound roll and a 2 point improvement on the save roll. (From the drukhari player's perspective.) Given that the attack resolution process is basically a funnel where the dice pool normally gets smaller at each step, this makes me think that this profile would be a net negative against any infantry that are T4 or higher. It would be a straight up improvement against any non-infantry, but you'd be fishing for 5s and 6s against most of those, so limited overall effect with either this profile or splinter rifles. <br /> <br /> If you upped the Strength to 4, it probably becomes the clearly better weapon against most things if not everything. But again, I'm not sure kabalites really *need* a lethality boost, and if they did, we could just buff splinter rifles. But just replacing "anti-infantry" with "Poison(X+)" on most/all of our poison weapons would do a lot to make things like splinter weapons more broadly useful without actually upping their lethality against any infantry targets. <br /> <br /> <blockquote><div><cite>BanjoJohn wrote:</cite><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806881.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11806880.page"><b>BanjoJohn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806717.page"><b>Wyldhunt wrote:</b></a><br/><br /> On the note of melee kabalites, I'll point out that craftworlders have storm guardians (10 bodies, mostly melee+pistol loadouts with a handful of special weapons mixed in, sticky objective rule), and they'd drop their bad melee weapons in a heartbeat if they could take catapults instead. <br /> </div></blockquote><br /> <br /> I think storm guardians needs to get the options they had in 2nd edition, possibly with some expansion. Every member should be able to have combat weapon, and swap it out for chainsword, power sword, power axe, or power fist.  And all should have shuriken pistol with option to swap out for plasma pistol (or star pistol), fusion pistol, flame pistol, etc. </div></blockquote>That would make them a LOT more expensive-not something generally desirable on an objective grabber.</div></blockquote><br /> <br /> Why would they be an objective grabber? that's the job of guardian defender squads, storm guardians with power weapons should be ripping up units in melee. </div></blockquote><br /> <br /> I started playing in 5th , but storm guardians have never actually been good in melee in the the time that I've been playing. The swords are a trick to make you think the unit isn't just a special weapon delivery system with the sticky rule. In 10th, stormies are very much an objective grabber unit. <br /> <br /> Totally get wanting a badass stormy squad with cool melee weapons for the aesthetic of it. But in terms of mechanical niches, trying to turn them into an actual melee unit means that they're competing with scorpions, banshees, wraith blades, and power weapon anhrathe units.  And frankly you can't really push their melee offense very high because it gets weird from a fluff perspective if these guys are suddenly outperforming banshees and wraith blades in melee. Plus, adding decent melee performance (which they don't really have currently) on top of their special weapon loadouts and sticky objectives would mean they'd have to be more expensive, which as JNA pointed out would then make them less cost effective at the jobs they're already doing (and doing well). <br /> <br /> And hypothethical melee kabalites would run into a lot of the same problems.  You'd be asking them to add a job to their resume that they don't currently do particularly well, which would mean upping their cost if you gave them good enough melee weapons for them to actually be effective. Which makes them less good at their current job of objective grabbing because they become too expensive to be good, disposable action monkeys and objective grabbers. And then at that point, they're competing with wyches, incubi, mandrakes, even wracks for melee unit duty, and it becomes weird if you have your kabalites looking too good next to dedicated melee specialists. <br /> <br /> If we want "melee kabalites," I would either: <br /> A.) Just make it a very mild boost so that they don't actually become "good" at melee but are good enough that you're comfortable using them more aggressively. Maybe change the banner to granting +1 Strength on the charge or something. That turns a never-take (the banner) into a viable side-grade compared to the grenade launcher and maybe pushes the squad over the edge into being good enough (if you take a melee sybarite) to actually win a few fights against non-melee units.  It changes up how the unit plays and makes them useful in melee, but not so useful that their points need to increase or they start competing with wyches, etc. <br /> B.) Create a new datasheet without the baggage of the current datasheet's role, special rule, special weapons, etc. Maybe a melee-oriented trueborn unit whose shtick is having access to fancy toys. Maybe make them untargetable while within 3" of a kabalite warrior unit to reflect the idea that they're the rich kids showing off at the cost of their employees. Now you have a melee unit that doesn't have to outperform incubi or wyches in terms of sheer offense but offers you a weird form of "durability" while also giving you more of a reason to field more basic kabalites. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 14:46:50]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Melee Kabalites could be okay-ish. Just give their <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s a little more punch. +1 attack and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -1 would be fine. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 16:29:51]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think the modern detachment system allows for wide factions like Eldar to have units that notionally step on each others toes.<br /> <br /> Storm Guardians are a light assault unit with special weapons. In an Aspect or Wraith Host they probably don't have a place compared with say Banshees or Wraith Blades. But in other detachments the rules may justify it.<br /> <br /> "Melee Kabalites" would likewise only seem to make sense compared with Wyches or Wracks with detachment support. Although it the option was say basic melee guys and two blasters/shredders/agonizers I could maybe see it over the current load out. Which as you say arguably wants to be split in two.]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 16:40:22]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>cuda1179 wrote:</cite>Melee Kabalites could be okay-ish. Just give their <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s a little more punch. +1 attack and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -1 would be fine. </div></blockquote><br /> I'm just not sure they have much of a niche at that point. Even if you just want to spam lots of warriors for thematic purposes, they'd probably be less useful in the kabal cartel detachment than rifle warriors (assuming we're talking about using the current warriors datasheet just with the option of swapping rifles with <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> + pistols). And generally speaking, if you want a melee unit you're probably better off spending the points on one of the many melee units we have access to.  Including incubi who are also pretty thematic for a kabal-themed list (and also receive benefits in the cartel detachment.) Or heck, the hand of the archon squad can probably be roughly as effective as a melee unit if you want it to be. (I've only given it a brief skim.)<br /> <br /> Again, I get wanting the option purely for the aesthetic, but given that we'd kind of need a new kit to support this unit without kitbashing anyway, I think I'd rather just give them their own datasheet so we can more easily give them their own role and identityt.<br /> <br /> <blockquote><div><cite>Tyel wrote:</cite>I think the modern detachment system allows for wide factions like Eldar to have units that notionally step on each others toes.<br /> <br /> Storm Guardians are a light assault unit with special weapons. In an Aspect or Wraith Host they probably don't have a place compared with say Banshees or Wraith Blades. But in other detachments the rules may justify it.<br /> <br /> "Melee Kabalites" would likewise only seem to make sense compared with Wyches or Wracks with detachment support. Although it the option was say basic melee guys and two blasters/shredders/agonizers I could maybe see it over the current load out. Which as you say arguably wants to be split in two.</div></blockquote><br /> I'm out of the competitive loop, but my understanding is that stormies are considered worth splashing into most lists at the moment. Because their offense is okay, but their main role is just as a squad that stickies objectives near your home base and then denies scoring for a turn by standing on an enemy-contested objective with OC2 before dying. <br /> <br /> But yeah, no one takes stormies for their swords (or even their power swords), and kabalites who swap their rifles for mediocre melee weapons would basically be stormies without the serpent scale platform or the potential warlock support wombo combo. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 17:32:02]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806986.page"><b>Wyldhunt wrote:</b></a><br/>I'm out of the competitive loop, but my understanding is that stormies are considered worth splashing into most lists at the moment. Because their offense is okay, but their main role is just as a squad that stickies objectives near your home base and then denies scoring for a turn by standing on an enemy-contested objective with OC2 before dying. <br /> <br /> But yeah, no one takes stormies for their swords (or even their power swords), and kabalites who swap their rifles for mediocre melee weapons would basically be stormies without the serpent scale platform or the potential warlock support wombo combo. </div></blockquote><br /> <br /> I agree - but melee Kabs could likewise get sticky objectives, a 5++, some more character support etc.<br /> <br /> The problem is always going to be in a kabal/cult/coven agnostic world, its hard to come up with a unit that isn't explicitly stepping on Wyches and Wracks. Dark Eldar already have two battleline light assault units. Its hard to see what "melee kabs" bring that these aren't theoretically already doing.<br /> <br /> I mean a unit of Lhamaeans could be interesting. But is this just "Wyches but you get lethal hits and lose the 4++"? Seems a bit redundant. Where in the sort of assault food chain are they meant to sit? If they aren't meant to do damage but just grab objectives, is this a utility that <span class="glossaryitem" onmouseover='gp(27);'>DE</span> really need, as they arguably have many fast units that are fairly capable of this sort of thing.]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 20:50:27]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Melee kabalites could have poisoned blades, wound anything on 4+ no matter its toughness]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 21:05:49]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/196.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806803.page"><b>cuda1179 wrote:</b></a><br/>What if they went back to the formula of 2 heavies, two specials per 10 Kabalites? Duplicates allowed.  That, with the leader's blast pistol, really does help against the heavier stuff.<br /> <br /> Apply the same formula if they brought back 20 man squads. Blast pistol, 4 blasters, 4 Dark Lances.  That could do damage to Terminators or vehicles. </div></blockquote><br /> <br /> Because things like Lance Spam tends to tweak people who have to play against it.  The better idea is to balance the other stuff, instead of just having two good extremes spammed into the middle. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 21:52:35]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>BanjoJohn wrote:</cite>Melee kabalites could have poisoned blades, wound anything on 4+ no matter its toughness</div></blockquote><br /> That's just melee wracks with an armor save instead of twin-linked. <br /> <br /> <blockquote><div><cite>Tyel wrote:</cite><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11806986.page"><b>Wyldhunt wrote:</b></a><br/>I'm out of the competitive loop, but my understanding is that stormies are considered worth splashing into most lists at the moment. Because their offense is okay, but their main role is just as a squad that stickies objectives near your home base and then denies scoring for a turn by standing on an enemy-contested objective with OC2 before dying. <br /> <br /> But yeah, no one takes stormies for their swords (or even their power swords), and kabalites who swap their rifles for mediocre melee weapons would basically be stormies without the serpent scale platform or the potential warlock support wombo combo. </div></blockquote><br /> <br /> I agree - but melee Kabs could likewise get sticky objectives, a 5++, some more character support etc.<br /> <br /> The problem is always going to be in a kabal/cult/coven agnostic world, its hard to come up with a unit that isn't explicitly stepping on Wyches and Wracks. Dark Eldar already have two battleline light assault units. Its hard to see what "melee kabs" bring that these aren't theoretically already doing.</div></blockquote><br /> Agreed. (Kabs already have sticky objective, by the way, so giving the same special rule to melee kabs would feel slightly weird.) <br /> <br /> The more I think about it, the more I like the idea of just changing the banner to make them S4 on the charge. It doesn't make them *good* at melee, but it's a side-grade in place of grenades that changes up how you'd be comfortable using them. <br /> <br /> <br /> <blockquote class="uncited"><div>I mean a unit of Lhamaeans could be interesting. But is this just "Wyches but you get lethal hits and lose the 4++"? Seems a bit redundant. Where in the sort of assault food chain are they meant to sit? If they aren't meant to do damage but just grab objectives, is this a utility that <span class="glossaryitem" onmouseover='gp(27);'>DE</span> really need, as they arguably have many fast units that are fairly capable of this sort of thing.</div></blockquote><br /> Back in the day, I enjoyed running large squads of just lhameans because it felt weirdly good to roll that many attacks wounding on a 2+ as drukhari. I feel like doing something similar in 10e would work reasonably well. Let incubi be the "kabalite" (not really kabalite, but you get it) melee unit that cuts through armor efficiently, and let lhameans be a less durable midling melee unit that just gets to force a million saves on whatever they get into melee with. I also love the idea of letting a few members of the squad upgrade to use some whacky venom tech. Nerve toxin gas spewers that impose fights last on a charging enemy if you overwatch in the charge phase, some sort of "catalyst grenade" they can throw that somehow makes other units poison weapons more effective against the target for the rest of the turn. Poisonous blood that hurts the enemy when they kill lhameans in melee. That sort of thing. <br /> <br /> Or just make lhameans characters. Give them some of the aforementioned gear options, and just make them cheap lieutenants for kabalites.  The index did some interesting things with lhameans, but it was held back by the limited kabalite squad size and the limitations of transports.  Giving that same rule to a single model character would let them buff whole squads of splinter weapons; especially if you let their buffs work while they're embarked on a vehicle. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 22:15:44]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ That's an idea. Perhaps the way to "Make Kabalites Great Again" isn't so much boosting their stats or dropping their points. Perhaps it's just character attachment. <br /> <br /> First: Make Raiders Transport 12 models<br /> <br /> Second: Change the Squad size of Kabalites to 5-10-20<br /> <br /> Third: make more Lieutenant level leaders for the Dark Eldar.<br /> <br />  Then you may attach Courts of the Archon (or whatever they rename them) (with any/all of the types of individuals) to said character. That character (whether full on Archon or the Lieutenant) can then be attached to a Kabalite squad. They gain the Leader abilities, and the abilities of any/all of the Court. <br /> <br /> <br /> With Mounted units, this would limit the squad to either two leader buffs, or you'd have to use a minimum size squad with up to 5 attached guys. <br /> <br /> Foot sloggers could be max sized with A LOT of Character buffs, and be pretty darn strong. <br /> Assault 2 weapons with reroll 1's to wound (assuming you spend a pain token), Poinson 3+, and ignores cover isn't horrible. Then add in whatever the Lieutenant buff would be, reroll 1's to hit maybe? <br /> <br /> Most of the buffs of the Court come in in Close Combat though, and getting Strikes First, Lethal Hits, -1 to be hit could be incentive enough to justify a pistol/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> route.  Yes,yes, I know this is the "wombo-combo" thing that was mentioned, but many armies already do this, so is it really that bad? <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Feb 2026 23:17:04]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/196.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807056.page"><b>cuda1179 wrote:</b></a><br/>That's an idea. Perhaps the way to "Make Kabalites Great Again" isn't so much boosting their stats or dropping their points. Perhaps it's just character attachment. <br /> <br /> First: Make Raiders Transport 12 models<br /> <br /> Second: Change the Squad size of Kabalites to 5-10-20<br /> <br /> Third: make more Lieutenant level leaders for the Dark Eldar.<br /> <br />  Then you may attach Courts of the Archon (or whatever they rename them) (with any/all of the types of individuals) to said character. That character (whether full on Archon or the Lieutenant) can then be attached to a Kabalite squad. They gain the Leader abilities, and the abilities of any/all of the Court. </div></blockquote><br /> I could get behind that. Even without the expanded sitting area on raiders.  Dracons, lhameans, and medusae would all work well as lieutenant type characters for kabalites. Do something like: <br /> * Lhamean: Buffs the squad's poison (preferably even while embarked). <br /> * Medusae: Basically just an extra bit of shooting for the squad. *Maybe* do something with the whole "make fruits out of moments of suffering that they observe" thing to give the squad bonus pain tokens or something. <br /> * Dracons: Could just be decent little beatsticks. Maybe a free reroll each time you shoot or fight to represent their personal entourage having better gear or being composed of the more talented kabalites. <br /> <br /> <br /> <blockquote class="uncited"><div><br /> Foot sloggers could be max sized with A LOT of Character buffs, and be pretty darn strong. <br /> Assault 2 weapons with reroll 1's to wound (assuming you spend a pain token), Poinson 3+, and ignores cover isn't horrible. Then add in whatever the Lieutenant buff would be, reroll 1's to hit maybe? <br /> <br /> Most of the buffs of the Court come in in Close Combat though, and getting Strikes First, Lethal Hits, -1 to be hit could be incentive enough to justify a pistol/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> route.  Yes,yes, I know this is the "wombo-combo" thing that was mentioned, but many armies already do this, so is it really that bad? </div></blockquote><br /> This is essentially how the court worked in the index, right? <br /> <br /> Being anti wombo combo might be my own personal bias.  I've seen too many such units where it's only good when it's too good, and then it gets nerfed to the point of not really being worthwhile, and all the constiuent parts of the combo end up being less good than they should be because they were designed with the wombo combo in mind. Or said womb-combo involves a strat of some sort, and you just end up spamming the same special move turn after turn effectively reducing the overall number of interesting tactics you end up using. <br /> <br /> Also, my dirty secret is that while I love the court, I haven't loved the specific way it has been handled since like, 7th edition. Lhameans are cool enough that I always wanted to see them get expanded out into a full unit with wargear upgrades that show off more of their lore. Ditto sslyth, plus sslyth always felt more comfortable being the majority toughness of their unit. An Ur-Ghul as a quirky pet for an archon here and there is fine, but having a feral little naked guy be the default pet for *all* archons always felt weird; the ghuls seem like they'd be more at-home in a beast pack. Medusae are pretty comfortable in a court setup, but they also work pretty well spread around your army, and it arguably makes more sense for them to be spread out like that so your archon has more brain fruits to snack on later. Plus, customizing the number and type of courtiers your archon has lets you say something about your archon's personality and gimmick. A guy who goes all ghuls might fancy himself some sort of hunter. A poisoned Tongue leader leaning into the poison thing might make a point of contracting the services of a bunch of lhameans at once. Etc. <br /> <br /> Basically, I love the wider concepts that the court hints at more than I Like the idea of having all the oddballs sitting together in the same venom. ]]></description>
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				<pubDate><![CDATA[Fri, 27 Feb 2026 00:14:06]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I really do hope they do something cool with Lhamaeans. I have a bunch of Dream Forge Shadowkesh models I converted up for them and I only ever got to use them once.]]></description>
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				<pubDate><![CDATA[Fri, 27 Feb 2026 06:50:50]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ A lot of rules proposals for the units that were moved to Legends (Court, Beastmaster, Grotesques).<br /> <br /> It's worth noting that they do have rules as Legends, and some of them are pretty decent. Worth taking a look before getting too attached to your own personal work-around for those who haven't done so already.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 Feb 2026 16:37:29]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807171.page"><b>PenitentJake wrote:</b></a><br/>A lot of rules proposals for the units that were moved to Legends (Court, Beastmaster, Grotesques).<br /> <br /> It's worth noting that they do have rules as Legends, and some of them are pretty decent. Worth taking a look before getting too attached to your own personal work-around for those who haven't done so already.<br /> </div></blockquote><br /> <br /> That's a very good point, and I will say that the legends rules for the court, beasts, and grotesques don't look bad. <br /> <br /> That said, I seem to enjoy overly complicated versions of some units. I have pet ideas about each of them that none of them are fulfilling. <br /> <br /> Court: As mentioned earlier, while each component part of the court is really cool, I just don't love them all hanging out in one place. Frankensteining a warrior squad into a weird off-brand melee unit that struggles with transports just feels so counter-intuitive to me. I'd much rather break this unit up into separate datasheets or at least make the court more customizable so you could tailor it to your needs a bit more. <br /> <br /> Beasts: I have a ton of warp beasts (khymarae), only a single clawed fiend, and no <span class="glossaryitem" onmouseover='gp(50);'>GW</span> official razorwings.   Part of the appeal of this unit back in the day was that it was showcasing all these different and unique types of grimdark pokemon and the idea that you could sort of customize your beast master's personality based on which beasts he favored. Now they're all clumped together into a single unit, and they're all just variations on straight-forward melee blending. Don't hate it, but would love it a lot more if, like the court, they got broken out into separate units again. Make razorwings excellent distractions that fly ahead to tangle up enemy units in melee. Maybe even having them prevent nearby enemies from shooting at far away drukhari. Let khymarae be your general work horses with decent invuln saves to make them slightly durable for their points and just okay melee. Maybe let them regenerate lost models when enemies fail battleshock (because the khymarae are nourished by fear.) Let clawed fiends be properly scary bruisers with surge moves. You'd have to hide them behind walls on the approach, and the enemy will usually kill them before they get to do much, but they should be unnerving enough to serve as a solid distraction carnifex that actually hits pretty hard if your opponent makes the mistake of letting them reach melee.  Have beastmasters be lone-<span class="glossaryitem" onmouseover='gp(280);'>op</span> or even untargetable while within X inches of a beast unit. Let them activate those optional abilities for free as they direct their charges. (Make the optional abilities pain abiliites, and let the beast master hand out a free empowerment to a beast unit once per turn?) <br /> <br /> Grotesques: Seem like a decent value, but <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to have just made them cheap, relatively easy to kill chunks of meat. In the past, the thing that made them fun was that they were a rare durable unit in an otherwise squishy army.  You could hurl a brick of these guys forward, and they'd shrug off enough punishment to be a serious menace. They shouldn't be cheap. They should be expensive and significantly harder to kill. Maybe something closer to T7 W 6 with a 5+++ and/or some kind of defensive support from haemonculi. Rather than just T5 W4.  It would also be nice if they had some kind of wargear option to make them feel more like freakshow lab experiments. Being brutish brawlers is fine and all, but these guys could have creepy envenomed limbs, uncanny jumping or skittering movement abilities, acid blood, be hives for gnarly little gribblies, be equipped with bio-explosive devices, have healing factors... These guys should be the test beds for their haemi's mad science experiments. ]]></description>
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				<pubDate><![CDATA[Fri, 27 Feb 2026 17:43:26]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Still a little off topic but a storm guardian squad with power fists and flame pistols jumping out of a venom or a wave serpent could wreck a squad's day.  but I keep saying my mentality is stuck in 4th/5th edition.  I know how to fix those editions, I don't know how to fix the broken mess that 10th edition is. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Feb 2026 08:30:25]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807171.page"><b>PenitentJake wrote:</b></a><br/>A lot of rules proposals for the units that were moved to Legends (Court, Beastmaster, Grotesques).<br /> <br /> It's worth noting that they do have rules as Legends, and some of them are pretty decent. Worth taking a look before getting too attached to your own personal work-around for those who haven't done so already.<br /> <br /> </div></blockquote><br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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Speaking of Legends, I picked up my Eldritch Raiders Battleforce today, so I downloaded the latest Aeldari & Drukhari faction packs from the WarComm website.<br /> Every Aeldari unit, except for the Corsairs, is now in Legends. Every Drukhari datasheet is in Legends.<br /> 
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</div><br /> <br /> Never mind. I was thinking of the original Faction Packs when 10th released which did have everything in them.]]></description>
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				<pubDate><![CDATA[Sun, 1 Mar 2026 01:18:55]]> GMT</pubDate>
				<author><![CDATA[ SgtEeveell]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11807252.page"><b>BanjoJohn wrote:</b></a><br/>Still a little off topic but a storm guardian squad with power fists and flame pistols jumping out of a venom or a wave serpent could wreck a squad's day.  but I keep saying my mentality is stuck in 4th/5th edition.  I know how to fix those editions, I don't know how to fix the broken mess that 10th edition is. </div></blockquote><br /> <br /> You're sort of kind of in spirit describing the current corsair units. A squad full of guardian-ish statlines with power weapons, and some special weapon shooting. <br /> <br /> Theoretically, such a unit could be balanced and given a niche. It's just that you're asking for storm guardians to fill a very different role than they do now.  Right now, they're semi-expendable objective grabbers with some cheeky shooting and the option to actually become somewhat scary if you're willing to invest in a quartet of warlocks and Eldrad to help them out. If you want them to be packing more heat than most aspect warrior squads, you're going to have to price them accordingly (which makes them too expensive/non-disposable to be particularly good objective grabbers or action monkeys), and it's going to raise questions of why this random guardian unit is so much more deadly than dedicated soldiers like aspect warriors.  (Though arguably the same could be said of modern day windriders...)]]></description>
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				<pubDate><![CDATA[Sun, 1 Mar 2026 02:52:55]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are trying to turn the Corsairs into Dark Eldar Lite.<br /> "All the Elfie Goodness, 50% Less Evil."<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 Mar 2026 20:26:17]]> GMT</pubDate>
				<author><![CDATA[ SgtEeveell]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/af7220c2e9dcd901a33f0da97a27db27.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807468.page"><b>SgtEeveell wrote:</b></a><br/>I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are trying to turn the Corsairs into Dark Eldar Lite.<br /> "All the Elfie Goodness, 50% Less Evil."<br /> </div></blockquote><br /> <br /> At nearly £40 for five t3 5+ bodies the suffering is right there.]]></description>
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				<pubDate><![CDATA[Sun, 1 Mar 2026 22:38:40]]> GMT</pubDate>
				<author><![CDATA[ Dudeface]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/af7220c2e9dcd901a33f0da97a27db27.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807468.page"><b>SgtEeveell wrote:</b></a><br/>I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are trying to turn the Corsairs into Dark Eldar Lite.<br /> "All the Elfie Goodness, 50% Less Evil."<br /> </div></blockquote><br /> <br /> One thing i actually was thinking about with dark eldar is that we don’t really get to see much of there society other than just evil. Even if it’s family stuff over something like inheritance. It’s so rare to see anything like that. <br /> And I wonder if that ends up with a lot of players not even knowing what to do with the army from an inspiration side. <br /> Like what is a dark eldar army supposed to look like. How do they even function together from the narrative side? ]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 06:28:30]]> GMT</pubDate>
				<author><![CDATA[ Apple fox]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ A week or so ago, I wrote a giant post for this thread and something messed up and it got lost. I spent a lot of it talking about a suggestion made on page one or two of the thread that the Drukhari should have gods. Now we have questions about "not evil" in Drukhari society.<br /> <br /> I don't have a monopoly on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s "truth," but I will say these questions do fundamentally conflict with my understanding of Drukhari.<br /> <br /> Who inherits family wealth? I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has been VERY clear: whoever blackmails, delegitimizes or outright kills the other contenders. PERIOD.<br /> <br /> The "not evil" in Drukhari society isn't discussed because it doesn't exist. Drukhari parents (such as they exist- most Drukhari are clones: Trueborn are RARE) actually WANT their childrent to kill each other. It ensures that whoever does manage to survive is strong, and as a bonus, if a child dies painfully, well the family can feed on that. Maybe record the suffering on the brainfruit of a Medusae slave so you can experience it more than once.<br /> <br /> As for gods, Drukhari neither need nor want them, and in fact see the desire for diety in other species as a colossal weakness. The decadence of Drukhari society CREATED a god. In their minds, they ARE gods. Hermes doesn't worship Ares: they coexist.<br /> <br /> If you want to know what Drukhari society looks like and how to build armies, read the Crusade rules in the dex. It's all there. Want the Scourges to help you in a realspace raid? Go seize control of an Aeyrie or two. You'll have to fight other Ascendant Lords (be they Archon, Succubus or Haemonculus) to do it. If you can't, the Scourges will work for whoever can.<br /> <br /> Again, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the BEST way to play Drukhari is to build Commorragh terrain and make them fight each other to determine who gets to go on Realspace Raids. There, you get to fight other forces with a loose aliance of Drukhari, who will IMMEDIATELY return to fighting and scheming against each other as soon as they get back to Commorragh.<br /> <br /> Drukharimunda is the game hidden inside <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and it's freaking awesome.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 15:24:56]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Death is also partially optional within Dark Eldar society. If you can afford it, you can leave a digit or two with the Haemonculi as insurance against The Worst, and be regrown. Not reborn, not reincarnated. Regrown.<br /> <br /> Which adds to the intrigue. If you’ve planned and pulled off a genuine coup? You have to assume your fallen foe took out that insurance. From there, you’ve choices. Prepare for their inevitable comeback, or try to bribe the Haemonculi Covens to switch off that specific casket. And of course others.<br /> <br /> It’s closer to Vampire society than anything, because giving someone a true death is like….<i>really hard</i> once they’ve wealth and social standing. And once you’ve gained wealth and social standing? You’ve a balancing act to be ruthless enough to maintain it, without making an insurmountable number of enemies.<br /> <br /> Given Vect’s final sanction can include “ok, well I’ve just set off a daemonic invasion in your branch of Commoragh, and shut you off from the rest of it. Do try to enjoy your demise, I know I will”? There are all sorts of penalties one might face if you don’t play the game well.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 15:43:55]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Eh.<br /> <br /> Vatborn are weird and raise various philosophical questions about Eldar lore which <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has never really gone into. Arguably exploring that could give you more insight into Dark Eldar culture - and in turn create units for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> In terms of Trueborn Children through, if we assume they are very difficult and expensive to make/protect, it seems unlikely Dark Eldar parents would just throw them away. I mean what's the point? If you cared so little for them they'd never survive.<br /> <br /> Its much like discussions of evil. You can say for example that the Dark Eldar have no concept of loyalty or honour. Agreements are reached by force - or contract backed by the threat of force. They will obey the strong and gladly prey on the weak. And - importantly - they have to prey on someone. Because she who thirsts is always there, draining them away bit by bit.<br /> <br /> But equally, Commorragh is organised chaos. It isn't a 1v1 battle royale for individual murder hobos. So while Dark Eldar would backstab their leaders or subordinates if they could, most of the time they don't/aren't. Which I think is a contradiction/tension that's hard to get across narratively. The big Kabals etc obviously haven't collapsed in 30 seconds.<br /> <br /> I don't think the Drukhari need to venerate the Eldar pantheon (which is clearly "a thing" but they feel they've surpassed). I think more could be done with the Dark Muses. Not as something so silly as worship - more like Eldar cosplay. There's clearly something to wider Eldar psychology to take on the mindset of a certain archetypes. We see this with <span class="glossaryitem" onmouseover='gp(808);'>CWE</span>, we see it with the Harlequins. Arguably this might be even more common in a clone-based society.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 16:06:08]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Vatborn aren’t clones. They’re closer to test tube babies. The parents provide the kickstart (not sure if in the old fashioned way, or just gamete harvesting?), and the resulting lifeform is then brought to term via artificial means.<br /> <br /> This is done to circumvent the laborious procreation of the Eldar race, which if memory serves involves multiple stages.<br /> <br /> Not sure if I’ve the original proper Dark Eldar codex or not. Will check my collection. If not, I’ll rely on other Dakkanauts to fill in the blanks in my knowledge.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 16:50:24]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Yeah- that's true; I used "clone" as a shorthand... but I acknowledge that it was inaccurate.<br /> <br /> The larger point, however, remains: revivification technology (whichever form it takes) diminishes incentives for both the worship of dieties and moral conduct, leaving the Drukhari uninterested in either.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 19:38:58]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807630.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Vatborn aren’t clones. They’re closer to test tube babies. The parents provide the kickstart (not sure if in the old fashioned way, or just gamete harvesting?), and the resulting lifeform is then brought to term via artificial means.<br /> <br /> This is done to circumvent the laborious procreation of the Eldar race, which if memory serves involves multiple stages.<br /> <br /> Not sure if I’ve the original proper Dark Eldar codex or not. Will check my collection. If not, I’ll rely on other Dakkanauts to fill in the blanks in my knowledge.</div></blockquote><br /> <br /> The precise details seem a bit vague. The codexes perhaps not surprisingly trying to emphasise the monstrous/alien nature rather than specifics.<br /> <br /> 5th edition mentions a fertilized egg into amniotic tubes. 10th doesn't mention it. Just saying that "a newly formed Drukhari is forced rapidly to maturity".<br /> <br /> Not sure where my idea they were clones comes from. Just perhaps seemed unlikely the Haemis are running around taking donations. I'll admit I know nothing about biology or cloning, but if you were going to mass-produce via test tubes, aren't clones just... more reliable?<br /> <br /> Glancing at "are ants or bees clones" is producing "usually not, but weirdly sometimes..."<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 20:22:54]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Yeah, could be they do have cloning capability amongst other options.<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40K</span> is oddly shy of outright cloning. Even among Chaos forces it seems somewhat frowned upon.<br /> <br /> But then, where The Imperium has vat growing tech, where the zygote is raised to maturity, perhaps they just don’t need it in the same way. Why risk generational degradation, when the same tech that brings your creation to full term can do it with harvested gametes?<br /> <br /> I’m going to get grim here, but in-universe suitable. Imagine if your society largely relies on vat grown offspring. In theory, any female created that way could have their eggs harvested at the point of puberty (when the eggs first become viable). Then, depending on how advanced the underlying tech is? Have each and everyone fertilised externally and away you go with another generation, and in potentially vast numbers.<br /> <br /> Inhumane? Absolutely. But sickeningly efficient.<br /> <br /> Heck, if you’ve something approaching an efficient transit system? Gametes harvested can be moved between territories to help maintain a healthy gene pool.<br /> <br /> And that’s what I reckon is going on with the Death Korp. Not clones, just a highly efficient if morally repugnant breeding programme. Spesh if you can bring the offspring to maturity in the tubes. Then, you can get harvesting straight away. ]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 20:33:19]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Cloning has a lot of metaphysical considerations in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> which is why I think they avoid it.<br /> <br /> As each sentient organism has a warp mirror or soul, it requires they decide exactly how multiple copies of the same person interact with that. do they grow multiple identical souls, split one soul 10 ways, grow new ones, grow mutant ones, lose souls entirely?<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> play with the twin souls concept in eldar a lot with titan pilots, so there's some connection between naturally born clones (as identical twins are).<br /> <br /> the pieces we have suggest that there is likely some kind of connection between clones, so taking one person and making 100 copies may create half alive freaks.<br /> <br /> Was it the afriel strain guardsmen that were made as clones and had an unfortunate demise? I recall something like that.<br /> <br /> <br /> I think it's easy to go 'eeevill 100% all the time' for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> without really thinking what that would be like. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> that's far too 1 dimensional. it's like saying that emperor's children are literally incapable of doing anything practical because they're in a perpetual murder orgy. It being a dominate trait doesn't mean it's 100% on all the time.<br /> <br /> This is a problem of flanderisation where individual traits used to distinguish a faction start to be used to define it.<br /> <br /> <br /> And as I've said previously in this thread, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> needs to provide a relatable aspect to the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> if they expect them to be more popular. If Dexter just flat out murdered children the show would never have been made. He has a sympathetic relatable aspect to allow a story about a guy who gets off on murder to actually happen.<br /> <br /> Trying to sell a faction about baby eaters means you have to actually talk about them eating babies when telling their stories. So you better have a really good hook, or you're not going anywhere.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 21:45:48]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ It’s the vampire aspect for me.<br /> <br /> I don’t know if it was an intentional thing, but Dark Eldar are vampiric in their own way.<br /> <br /> Long lived, capable of returning from the grave in certain circumstances, preying on lesser species for their own survival. Considered alluring and sexy by humans.<br /> <br /> Crucially? For their alleged moral failings? They’re still the most successful of all Eldar cultures. The true heirs to the old Eldar empire.<br /> <br /> The way they prey upon other species really isn’t terribly different to humans hunting, farming and eating animals. Sure, we might say “but that’s different, us humans are sentient”. But to any Eldar? We’re dull minded oiks with sluggish, unlovely bodies. A lesser species. A useful bulwark to be manipulated and expended to their advantage, whatever form that takes.<br /> <br /> One could even make the argument that despite their methods? The Dark Eldar are oddly humane. Yes, their playthings are doomed to suffer horribly. But those condemned to the arena will see the abject suffering of a relative handful of sentient beings refresh and extend the lives of <i>tens of thousands</i> of Dark Eldar at every performance.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 22:42:40]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ None of them are tortured by their hunger or the inhumanity of their actions though. They're all unrepentant mustache twirlers.<br /> <br /> Vampires as a genre are almost only ever told through the lens of the 'moral' vampires who feel bad about what they do, even while they continue to do it. They're tortured badboys.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are just badboys, they torture everyone else.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 23:31:09]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ They’re a species that’s accepted the price of their survival is all. Their souls suffer a constant ebbing away into Slaanesh. And the infliction of pain restores what is lost.<br /> <br /> And the agony appears to twist them further, like all addictions affect the person.<br /> <br /> And not one of them really has a choice. In Commoragh, they are strong and all but inviolate. Sure, individuals can flee to Craftworlds or Exodite Worlds. Whether that lessens or arrests Slaanesh’s leeching is uncertain.<br /> <br /> But to do so? They’re turning their back on <i>everything</i> they’ve known since they were born, not just the addiction side of things. Whilst to a far, far greater extent? It’s akin to me, a middle aged guy with lots of technological toys I’m reliant on for my day to day life and work running away to an Amish Community.<br /> <br /> Could I adapt? I dare say I could, eventually. But I’d be giving up so many creature comforts and part of my overall world view (not believing gods exist) in order to do so.<br /> <br /> And so ultimately? The Dark Eldar aren’t anymore evil than an Ork is evil. They’re just completely different, successful societies. Ones modern humans and those in the setting find utterly alien, if not entirely abhorrent.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 23:41:55]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I don't really accept that reading of them.<br /> <br /> They haven't accepted anything, they've chosen it.<br /> <br /> We have plenty of situations where <span class="glossaryitem" onmouseover='gp(27);'>DE</span> have joined craftworlds, harlequins, corsairs or even exodites. Their lives aren't actually tied to the lifestyle. They lose the hunger of slannesh when they take on those other paths (Lelith noticed this explicitly simply by being away from Commoragh, without even giving up the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> path). They really only have to put on a spirit stone and they're as safe as a corsair.<br /> <br /> Their society is one of pure choice. they can give it up at any time but are taught to love it. But clearly not all of them do and thy don't stay that way.<br /> <br /> <br /> Feeling sorry for addicts only goes so far when they start killing and torturing as part of their addiction and it's not a particularly interesting protagonist position to enjoy.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 23:49:54]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think you’re missing just how much protection Commoragh offers.<br /> <br /> Not only is it vast, but damned near impossible to get to. Yeah, invasions still happen, but they’re exceptionally rare, and typically offer free entertainment <br /> <br /> If you’re happy with the price of that situation? You can avoid the risks of existing in realspace all the time. And also the other drawbacks, like having to rein in your excesses.<br /> <br /> And again, they born into that. Not all Dark Eldar are Kaballites, Wyches, Mercs etc. Many are just civvies. Civvies born and raised into its merciless society of deliberate, <i>purposeful</i> torment of others.<br /> <br /> For a species that experiences things in the way all Eldar do? Introspection on the comparative morality just isn’t going to come into it. You’re too busy trying to survive and ideally enjoying yourself, whatever the price of said enjoyment.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 23:55:58]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Also, Eldar are presented in pretty human terms.<br /> Orks are sometimes presented as pretty alien, but Eldar are basically just humans with longer lives and pointier ears.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 23:56:15]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ And sure, it can be hard to have sympathy or empathy for an addict. But for the vast majority of Commorites? They’re essentially Crack Babies, born into a society where everyone is on Crack, and sees being on Crack as a necessary part of survival. They’ve never known any other life.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2026 23:57:42]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Sure if you're an avid Eldar reader wanting to read stories about other Eldar.<br /> <br /> They have to have a hook for human readers though or they just don't sell. And as much as we like to discuss the alieness of aliens, they're all built using human tropes, often heightened or exaggerated to set them apart.<br /> <br /> But in the end, Orks, Eldar and tau are just psychologically different expressions of the human psyche. Tyranids aren't but they're more animals than people.<br /> <br /> So crack babies aren't a fun read for the average human readers ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 01:00:11]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Hellebore wrote:</cite>None of them are tortured by their hunger or the inhumanity of their actions though.</div></blockquote><br /> <br /> <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite>They’re a species that’s accepted the price of their survival is all. <br /> <br /> ...<br /> <br /> And so ultimately? The Dark Eldar aren’t anymore evil than an Ork is evil.</div></blockquote><br /> <br /> <blockquote><div><cite>Hellebore wrote:</cite>I don't really accept that reading of them.<br /> <br /> They haven't accepted anything, they've chosen it.<br /> <br /> We have plenty of situations where <span class="glossaryitem" onmouseover='gp(27);'>DE</span> have joined craftworlds, harlequins, corsairs or even exodites. Their lives aren't actually tied to the lifestyle. They lose the hunger of slannesh when they take on those other paths (<b>Lelith noticed this explicitly simply by being away from Commoragh, without even giving up the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> path)</b>. They really only have to put on a spirit stone and they're as safe as a corsair.<br /> <br /> Their society is one of pure choice. they can give it up at any time but are taught to love it. But clearly not all of them do and thy don't stay that way.<br /> <br /> <br /> Feeling sorry for addicts only goes so far when they start killing and torturing as part of their addiction and it's not a particularly interesting protagonist position to enjoy.</div></blockquote><br /> <br /> I'm going to be that annoying guy who argues for something in the middle.  I think Mad Doc is, perhaps, being a little overly forgiving of the species of torturers. The circumstances of their upbringing, the soul thirst, etc. all explain why they are the way that they are, but any dark eldar capable of ethical considerations and self-criticism could come to the conclusion that their existence is ultimately unethical.  Even if they don't have the means to actually escape the soul thirst (it's not like craftworlders have recruiting booths with open offers to hand out waystones to converts), they could opt to at least be a little less horrible about their situation. <br /> <br /> That said, I do think that Hellebore might be underestimating the difficulty of leaving Commorragh and the requirements for a drukhari coming to the conclusion that they *want* to leave Commorragh in the first place.The modern beef industry could stand to be quite a bit better in terms of ethical treatment of the animals involved. But plenty of people never give that any serious thought because they just aren't exposed to the relevant information. And if they are exposed, maybe they just aren't financially in a position to switch to cruelty-free beef. Maybe they have a medical condition that makes it difficult to go vegetarian. Being a drukhari who opts to stop indulging the soul thirst is like being a vegetarian who had to betray the Yakuza and flee the country in order to become a vegetarian.<br /> <br /> Also, it doesn't *seem* like you just stop feeling the soul thirst after a brief separation from Commorragh. Lelith was benefitting from the way Yvraine seems to be able to dampen the soul thirst (presumably by tugging people close enough to another god to loosen Slaanesh's grip somewhat.) While gaining/losing the soul thirst does seem to be doable through lifestyle change, it seems to be more comparable to overcoming a life-long addiction; not just sweating the Slaanesh out in a brief stint of rehab. <br /> <br /> EDIT: I also wanted to mention that Da Big Dakka frames a trueborn's first feeding as traumatic.  Like making a kid torture someone to death, but shooting them up with hard drugs as a reward for doing it. So while your average drukhari has long since stopped grappling with the morality of their existence, there's at least a sort of tragedy for the beings they initially/briefly were. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 01:48:35]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ We're talking about making them sympathetic to sell to people though.<br /> <br /> All this is doing is pushing them further away from being a faction people are interested in.<br /> <br /> Until we got the nightlords novels, the nightlords were pure mustache twirlers as well. But they got some relatability in those stories that made them popular despite the depraved nature of the nightlords as a faction. But that's partly because the protagonists didn't spend all their prose skinning children and wearing their faces while strapping their screaming bodies to the armour....<br /> <br /> <br /> <br /> As to how easy or not it is for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> to leave, the corsairs visit them. They leave and join their crews semi regularly. It's about as open a doorway as possible. All corsairs wear spiritstones, ergo all <span class="glossaryitem" onmouseover='gp(27);'>DE</span> that become corsairs wear spirit stones.<br /> <br /> But that's not really the point, because its the customer you're trying to sell these guys to that matter - is pushing the crack baby addict character completely uninterested in redemption, has no remorse, enjoys what they do and eat babies alive by skinning them, while graping their families as an evening aperitif actually something people will buy, or even something <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants to sell? <br /> <br /> If you aren't writing your characters to fit this set of behaviours, then it's because your faction isn't actually as depraved as you've been saying, or your characters conveniently never get a chance to act on their otherwise every day cravings due to plot contrivance, or they're actually exceptions to the rule and don't like it/resist it or whathaveyou.<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> chickens out every time they have an 'evil' faction protagonist, by usually avoiding the gross and repugnant behaviours they tell is in factionwide imagery that they are supposed to do. They paint all <span class="glossaryitem" onmouseover='gp(27);'>DE</span> that way, or all nightlords that way etc. But virtually every time we get protagonists, they're conveniently not that inhuman, because they won't sell books like that. So as I said right at the beginning of the thread, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> aren't going to waste money on them if they aren't going to try to humanise them enough that people will actually buy them in the quantities they need to justify their existence.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 02:35:01]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ It’s all relative.<br /> <br /> I’m an omnivore. Sure, I prefer to buy slow reared meat, avoiding factory farming where I can. But to a vegan? My dietary preference is still something monstrous.<br /> <br /> Are Dark Eldar depraved if they genuinely see nothing wrong with the Commorite lifestyle? And it’s not They’re Just Socio/Psychopaths. This is their culture. This is how they first survived the fall and continue to do so. They’re the product of the excesses of the now ancient Eldar. They’ve found a way to have their cake and eat it, the worst having already pretty much happened.<br /> <br /> I think it’s a difficult thing to write in prose, because us smelly hoomans only really have out life experience to key things to. And so, a human looking species that Just Does Not Recognise Our Sentience is damned hard to pull off.<br /> <br /> And in a sense, they’re less monstrous than the Craftworlds. See, a Craftworld will think pretty much nothing of arranging the death of a planetary population if their Seers are convinced it will spare said Craftworld any form of inconvenience. They can never be sure of course, because the whole point of avoiding an undesirable future is said undesirable future doesn’t occur. Yet….they’ll do it anyway.<br /> <br /> Sometimes it’s neatly surgical (take out a current mook to stop them becoming the next Hitler type thing). Other times it plunging worlds and sectors into all out war with Orks.<br /> <br /> The death toll doesn’t matter, because it’s not <i>Eldar</i> lives. And if it’s not Eldar lives? It doesn’t really count, does it?<br /> <br /> What I think Eldar of all stripes really, really need? Is the Waaargh! The Orks treatment.<br /> <br /> Single sourcebook, telling us about their society and world view. Well, I say single. Could do one for each major Eldar society. But despite gorgeous artwork and evocative background in their various Codexes? It’s something they’ve never benefitted from.<br /> <br /> And hey, they’re all Jes’ babies. And he’s surely approaching retirement age. So the sooner the better if you ask me.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 10:38:03]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Maybe I'm just an edgelord from the late 90s/early 00s - but this idea that you collect a faction because you sympathise with them is just a bit bizarre to me.<br /> <br /> I don't need Dark Eldar to be more like humans. I think Eldar are best when you emphasize the fact they are Xenos. The problem is trying to write characters with a fundamentally alien world view is hard.<br /> <br /> If I was being really impolite, one of the major problems Eldar of all flavours has had in the wider writing has been that they are meant to be complex and intelligent. But for whatever reason the author has struggled to write complex and intelligent characters. So instead we get 2-dimensional characters doing stupid things. And then people wonder why no one is especially interested.<br /> <br /> I think Farseers should be the most interesting aspect of Eldar. Trying to carefully see the future, every probability and possibility piled on top of each other. How would you really go about explaining that to a reader?<br /> <br /> Well... its hard. So lets just have them reach into a bag, pull out some runestones and say "yolo". Because that's easy.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 12:47:32]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Farseers could be written better for certain.<br /> <br /> Try to show us how they settle on a course of action. They don’t strike me as particularly big risk takers. So perhaps it’s all a careful balance. Learning how to spot What Will Only Make Things Worse, what could go either way but will present further opportunities for a beneficial outcome etc.<br /> <br /> So, when say, Eldrad has tried to intervene in person, with words rather than actions? Show why he chose that path. Demonstrate the web and weave of fate, and how they prepare for all foreseeable outcomes.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 12:57:24]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11807812.page"><b>Tyel wrote:</b></a><br/>Maybe I'm just an edgelord from the late 90s/early 00s - but this idea that you collect a faction because you sympathise with them is just a bit bizarre to me.<br /> <br /> I don't need Dark Eldar to be more like humans. I think Eldar are best when you emphasize the fact they are Xenos. The problem is trying to write characters with a fundamentally alien world view is hard.<br /> <br /> If I was being really impolite, one of the major problems Eldar of all flavours has had in the wider writing has been that they are meant to be complex and intelligent. But for whatever reason the author has struggled to write complex and intelligent characters. So instead we get 2-dimensional characters doing stupid things. And then people wonder why no one is especially interes</div></blockquote><br /> <br /> <br /> I agree, whilst its good to have characters you can understand and follow the story of, you don't have to hold the same values, ideals, and so forth. Heck sometimes the best character in a book is one of the morally grey or evil characters! How many people love Darth Vader not at the very end of Return of the Jedi when he returns to the good side, but all through his most evil phase. He's a super popular character when he's cutting jedi in half; commanding legions to wipe out Rebel Scum and in video games tearing whole star destroyers out of the sky. <br /> <br /> <br /> <br /> Honestly I think the biggest issue is that for the longest time <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't allow Black Library to write stories outside of the Imperial Perspective. So the Xenos factions have VERY few books to reference outside of their codex. This is a limit for fans and also authors. There's less for writers to latch onto; no big Horus Heresy series; and also a lot of one-off or shorter term series that go nowhere big. So there's no real depth to filter the weaker and stronger stories. This is somewhere that Old World did far better with because there was no poster-child faction to focus on. So every faction got stories of themselves (good and bad); plus you had things like Gotrek and Felix that touched on all the factions.<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40K</span> has always suffered model and lore wise with the sheer dominance of the Imperium and Space Marines. In part due to their popularity, but also through the years as various managers and marketing pushes have fixated on the best selling elements of the company. ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 13:01:10]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1628bc470e0cbbd1ce537d119082130d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807817.page"><b>Overread wrote:</b></a><br/>Honestly I think the biggest issue is that for the longest time <span class="glossaryitem" onmouseover='gp(50);'>GW</span> didn't allow Black Library to write stories outside of the Imperial Perspective. So the Xenos factions have VERY few books to reference outside of their codex. This is a limit for fans and also authors. There's less for writers to latch onto; no big Horus Heresy series; and also a lot of one-off or shorter term series that go nowhere big. So there's no real depth to filter the weaker and stronger stories. This is somewhere that Old World did far better with because there was no poster-child faction to focus on. So every faction got stories of themselves (good and bad); plus you had things like Gotrek and Felix that touched on all the factions.<br /> <br /> <span class="glossaryitem" onmouseover='gp(3);'>40K</span> has always suffered model and lore wise with the sheer dominance of the Imperium and Space Marines. In part due to their popularity, but also through the years as various managers and marketing pushes have fixated on the best selling elements of the company. </div></blockquote><br /> <br /> Well <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can't push what isn't selling. I don't know how the Path of the Eldar/Dark Eldar series did. <br /> The Ynnari stuff was dreadful and I assume didn't sell at all. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> have since I think completely lost any idea where they were going with the Ynnari and may just abandon the whole thing if/when Yvraine and co go out of print.<br /> Valedor was fine I guess. But it felt very paint by numbers. If you've read the codexes you can basically predict everything that happens. Its not bad, but lacks direction.<br /> <br /> By contrast the Horus Heresy churned out what, nearly 70 books or something. Of which an awful lot of "these marines in this coloured armour go pew pew". But in turn maybe a third is quite good, and encouraged people to bother with the rubbish. But we all knew they'd get to Terra eventually.<br /> <br /> Which I think is the rub. I don't think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do care about Dark Eldar lore. I don't think there's a "Mr Drukhari" at the company scoping out where <span class="glossaryitem" onmouseover='gp(27);'>DE</span> lore is going over the next 10 years. Maybe it doesn't have to go anywhere (as per the "<span class="glossaryitem" onmouseover='gp(3);'>40k</span> is a setting" people.) But the result is a sort of stasis/stagnation. Vect is in charge and still in charge. Other people are conspiring - and still conspiring. Commorragh is doomed but not actually doomed. If you read the 5th edition codex back in 2011, essentially nothing has changed.<br /> <br /> Its fair to ask I guess whether it really does. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> I think wanted to change the setting in 8th with Guilliman and co, and has then spent the better part of 10 years walking everything back. The most recent end of edition supplements read very much as "stuff is happening but hasn't happened". Thats good if you want to use it to inspire your own games as of right now - but not great for evolving the factions.<br /> <br /> But maybe a big release in 11th will encourage something new in the fluff/codex. Versus a rehash of 5th with different words.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 14:32:59]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think something that would give Drukhari fans a big boost is a Commorragh game.    The Running Man with Drukhari Stalkers,  or maybe a beefed up "Gangs of Commorragh". Perhaps a campaign supplement for Necromunda,  with rules for Drukhari,  Harlequins and Corsairs.]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 19:40:09]]> GMT</pubDate>
				<author><![CDATA[ SamusDrake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Given none of us are representative of the average customer demographic, I don't think our personal preferences are representative of what does and does not sell a faction.<br /> <br /> all we've got to go on is how <span class="glossaryitem" onmouseover='gp(50);'>GW</span> have approached other eeevil factions in fiction, and  it's clear they find the most success with humanising inhuman characters like the nightlords to sell successfully.<br /> <br /> So again, as the question was asked, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will care about the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> when they find a way to sell them to a mass market in a way that connects them enough to make them palatable and sellable in quantities <span class="glossaryitem" onmouseover='gp(50);'>GW</span> finds acceptable.<br /> <br /> 90s edgelords are not a large enough market segment.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Mar 2026 21:27:13]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11807896.page"><b>SamusDrake wrote:</b></a><br/>I think something that would give Drukhari fans a big boost is a Commorragh game.    The Running Man with Drukhari Stalkers,  or maybe a beefed up "Gangs of Commorragh". Perhaps a campaign supplement for Necromunda,  with rules for Drukhari,  Harlequins and Corsairs.</div></blockquote><br /> <br /> I think a Xenos book for Necromunda would be just spiffy. Besides various flavours of Eldar, and maybe even the Eye of Selene, one of the hives had to be blowed up because of too many Orks.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 05:36:31]]> GMT</pubDate>
				<author><![CDATA[ SgtEeveell]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Too many Orks on Necromunda sounds too comical not to follow up on.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 08:05:39]]> GMT</pubDate>
				<author><![CDATA[ SamusDrake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Background has always been a weakness of Dark Eldar.<br /> <br /> Note I am not saying that which exists is bad.<br /> <br /> Just that when they first came out? <i>What background?</i> For it was the dark days of early 3rd Edition<br /> <br /> By the time their next full Codex came out, a much better job was done. But it just doesn’t seem to have been built on since then. They remain feeling like an army with a couple of fanatical studio supporters battling against a tide of utter indifference. Not a specific allegation, but the impression that I get.<br /> <br /> I dare say another issue is the sporadic support. As covered much earlier by myself in this thread? They’ve not exactly hurt for kits as such. But like the previous fate of Craftworld Eldar, it’s been replacing existing kits, over adding to the range.<br /> <br /> Now, plasticification is, to me, a good thing.<br /> <br /> But it has left the range with no WOW! moment. That shiny brand new never before seen and sometimes never even hinted at New Thing which brings fresh attention and with luck, new devotees.<br /> <br /> Which again, adds to the impression outlined above.<br /> <br /> What I think they need is a Necron Job. It’s time to expand the raiders (back when Necrons had the merest handful of units) to This Is That Culture Going To War And Meaning It.<br /> <br /> That allows design space outside of “small, temporarily allied raiding parties with high tech but ultimately modest toys”.<br /> <br /> Show us what happens when Vect decides it’s time for a mass cull of the lower, dull species.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 09:37:47]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Quite - what was the last actually new thing? The Voidraven 10ish years ago? And that wasn't entirely new new, it was more filling in a gap where there were previously rules but no model... I suppose Malys would also count I guess - did she have a dedicated model at some point in the past? But other than that all they've had has been resculpts of existing stuff, and not even as many of them as they by rights probably need.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 10:30:43]]> GMT</pubDate>
				<author><![CDATA[ Crispy78]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Malys is a returning character, but first time model. Well. I’m pretty sure. <br /> <br /> Dais of Destruction would be a welcome return. Spesh given <span class="glossaryitem" onmouseover='gp(50);'>GW</span>’s love for big showy centrepieces. Make it a big chunky chunkkerson. Well. By Dark Eldar standards.<br /> <br /> I previously compared their kit refreshes to Craftworlders. But that was perhaps a flawed comparison.<br /> <br /> We should perhaps better judge their treatment by comparing to their 3rd Ed Stablemates as debuting armies in the Tau bd Necrons.<br /> <br /> Tau? Have had loads. Loads and loads and loads and loads AND EFFING LOADS. Entirely new toys, lots of refreshes. Spesh now the Kroot have been spit polished up nicely.<br /> <br /> Necrons? So many new units. C’Tan refreshes are gorgeous. Destroyers started as a singular unit cult, and now come in multiple flavours. Warriors, Immortals, Lychguard, Praetorians, all the Canoptek toys.<br /> <br /> Again, I am <i>not</i> criticising what the Dark Eldar do have. Despite many kits now seriously knocking on in age? They don’t bloody look it, so good was their initial refresh. And gain, mass plasticisation is always welcome.<br /> <br /> But…<i>come on</i>. Play fair. Expand their horizons. And there’s so much potential.<br /> <br /> Why not a Haemonculi Flesh Golem? Something truly horrific in which the creator is stitched in as the brain and central nervous system. Maybe with a Pain Booth type thing mounted in a cavernous chest cavity. Give it many and various hideous weapon options which can be tailored to reflect the “pilot’s” current obsessions.<br /> <br /> But most of all, as I said? <i>Show us what it looks like when they go to war</i>.<br /> <br /> What horrific weapons of mass murder from before the fall might they still retain? Show us how the weapon lineages of the Craftworlds can be twisted into something horrific.<br /> <br /> Don’t worry, this would all stand alongside the existing units, so I’m not advocating for changing the shape of the army’s soul. ]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 11:09:55]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ A no brainer is a dual kit Tantalus/Dias of Destruction. I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could do this, though it would likely be a challenging kit to design. But if they're the best in the industry they should be up to the challenge.<br /> <br /> I do like that the Dark Eldar are raiders and a bit "high tech rag tag" though. It's a unique feel for them and I wouldn't like to lose it.<br /> <br /> I agree that the 3e era was poor background wise but the 5e book is really great. <br /> <br /> There is part of me though that thinks - can't a range just be complete? Give <span class="glossaryitem" onmouseover='gp(27);'>DE</span> back the stuff they've lost, maybe you could add a couple more things, but does every range need to be bloated out to the size of Space Marines?<br /> <br /> I was happy that when I bought into Dark Eldar it was mostly still the older kits. Because they're really modular and "proper" kits to my mind, still look great and have a fantastic aesthetic (except for Covens, a miss for me there). I got a bit of everything and have what I consider to be a "classic" dark eldar army. I'd like a Dias of Destruction mostly for Dawn of War nostalgia (I like to put the super unit from Dawn of War 1 in any faction I build from that game) but I'd kitbash that if needs be.<br /> <br /> I'm not a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> superfan though - I generally don't like Elves in fiction very much and what I like about <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is how they subvert a bunch of the expected Tolkien tropes into more scary Celtic elf mythology.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 14:08:22]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I get what you mean about a range being complete, and I don’t entirely disagree.<br /> <br /> The Marine approach has for a while felt like adding things for the sake of adding things. Like there’s a budget that has to be spent.<br /> <br /> But…if like Dark Eldar, your range is allowed to, and I don’t use this word hyperbolically, stagnate? You remain stuck with essentially the same tools to tackle the same problems, and often new problems too.<br /> <br /> Well Added Units can expand what a given army can do, <i>and</i> how it goes about it. It can help prevent a single army, such as oh I dunno, Dark Eldar to pick one entirely at random, from being boring and predictable.<br /> <br /> Moreover? It gives the wider community a chance to discover and exploit new synergies. A new unit or two can lead to freshly potential unit combinations and variant play styles.<br /> <br /> So, yes. There is a time when you just need to leave an army be (Marines really won’t benefit from new units, because they already cover every base except chaff units). But Dark Eldar are, in my eyes, absolutely nowhere near that stage.<br /> <br /> Whilst I’m not advocating for One Hit Wonders, and never will? Dark Eldar lack reliable threats against Super Heavies. And in game a where Knights come in two flavours and decent variety? That’s no good. Yeah, you could do things with three Ravagers, and as many other Dark Lances as you can squeeze in. But absolutely everything you can equip a Dark Lance to is Easy Prey for a Knight. Especially now you can freely split fire. <br /> <br /> Where my knowledge is utterly lacking though is how Dark Lances perform against Regular Tanks. Back when you only needed to penetrate a tank to mess it up, and Lance capped enemy armour at AV14? They were pretty damned reliable. So whilst yes they’ve always been squishy in return? A cautious setup and first round of shooting could put reliable dents in the enemy’s Big Scary Tank, such as a Landraider.<br /> <br /> But now you’ve degrading profiles and multiple wounds? I do worry <span class="glossaryitem" onmouseover='gp(27);'>DE</span> have lost that first strike punch somewhat.<br /> <br /> Happy and hoping to post this comment and be shortly much better informed <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 14:19:59]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/af7220c2e9dcd901a33f0da97a27db27.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11807952.page"><b>SgtEeveell wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/818421/11807896.page"><b>SamusDrake wrote:</b></a><br/>I think something that would give Drukhari fans a big boost is a Commorragh game.    The Running Man with Drukhari Stalkers,  or maybe a beefed up "Gangs of Commorragh". Perhaps a campaign supplement for Necromunda,  with rules for Drukhari,  Harlequins and Corsairs.</div></blockquote><br /> <br /> I think a Xenos book for Necromunda would be just spiffy. Besides various flavours of Eldar, and maybe even the Eye of Selene, one of the hives had to be blowed up because of too many Orks.<br /> </div></blockquote><br /> <br /> I agree with all of this... But I'd also like to reiterate that the Crusade rules for Drukhari ARE a Necromunda type game in Commorragh. I actually refer to Drukhari Crusade rules as Drukharimunda. They are hands down THE BEST Crusade rules in the game. Honourable mention to <span class="glossaryitem" onmouseover='gp(722);'>GSC</span>, Tau, and Nids... But Drukhari still win. <br /> <br /> But I agree that, good as they are, they could use expansion: a trading post, and better incorporation of other flavours of Eldar. And of course, if you want to use them in ACTUAL Necromunda, you would need something besides the dex's Drukharimunda Crusade rules to do it.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 18:39:29]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>By the time their next full Codex came out, a much better job was done. But it just doesn’t seem to have been built on since then.</div></blockquote><br /> Yes and no. We don't have a lot of movement in the way of big metaplots.  They built up the Khaine's Gate thing and then basically resolved that when Ynnari came onto the scene. We've got the politics with Vect, Malys, and Lelith going on and getting mild development in recent codices and novels. Kheradruakh apparently yoinked a big chunk of Commorragh into Aelindrach, but it has barely received a mention since Fracture of Biel-Tan. So stuff is happening, but <span class="glossaryitem" onmouseover='gp(50);'>GW</span> rarely circles back to check in on how that stuff is developing. <br /> <br /> On the other hand, we've gotten quite a bit of fun little snapshots of specific quirky corners of the dark city with the various subfactions getting their blurbs in the last few editions' codices, novels exploring some specific factions and personalities, etc. Basically, <span class="glossaryitem" onmouseover='gp(50);'>GW</span>/<span class="glossaryitem" onmouseover='gp(327);'>BL</span> seem more comfortable using Commorragh as a mostly-stagnant setting where they can play around with disposable villains of the week rather than advancing some big overarching plot, and that's honestly maybe my preference. (Despite how much I love Malys and want to see her wreck Vect.)<br /> <br /> <blockquote class="uncited"><div>What I think they need is a Necron Job. It’s time to expand the raiders (back when Necrons had the merest handful of units) to This Is That Culture Going To War And Meaning It.</div></blockquote><br /> Personally, I don't think I want that.  Part of the fun of the drukhari is that they're seldom actually trying hard.  They aren't fighting your Ultramarines because they're taking things seriously; they're fighting your smurfs because they're bored and the combat drugs feel better when the enemy doesn't die to the first stab wound. And further, the faction is built around this sort of "personality" that I'm not sure the existing range would really feel right with "serious mode" drukhari.  Like, pleasure barges and half-naked gladiators would presumably get swapped out with closed-topped tanks and suits of power armor etc. <br /> <br /> I don't want my drukhari to "take things seriously" and then lose battles anyway because they can't be allowed to outshine the other factions too much; I want their cackling hedonistic sillyness to be the whole vibe of the army.  Don't give me closed-topped tanks. Bring back drug dispenser wargear that I can risk overdosing on while my raider zooms halfway across the table in a single turn.<br /> <br /> <blockquote class="uncited"><div>What horrific weapons of mass murder from before the fall might they still retain? Show us how the weapon lineages of the Craftworlds can be twisted into something horrific.</div></blockquote><br /> We see Vect whip out this sort of thing from time to time, and frankly it's usually kind of boring.  Have a cool conflict set up? Womp womp. He opened a blackhole in your commander's bathroom. Game over. <br /> <br /> Having drukhari get serious is kind of like having necrons get serious. If they actually started whipping out the super weapons and acting intelligently, they'd be too disruptive to the rest of the setitng. <br /> <br /> <blockquote class="uncited"><div>Whilst I’m not advocating for One Hit Wonders, and never will? Dark Eldar lack reliable threats against Super Heavies. And in game a where Knights come in two flavours and decent variety? That’s no good. Yeah, you could do things with three Ravagers, and as many other Dark Lances as you can squeeze in. But absolutely everything you can equip a Dark Lance to is Easy Prey for a Knight. Especially now you can freely split fire.<br /> <br /> Where my knowledge is utterly lacking though is how Dark Lances perform against Regular Tanks. Back when you only needed to penetrate a tank to mess it up, and Lance capped enemy armour at AV14? They were pretty damned reliable. So whilst yes they’ve always been squishy in return? A cautious setup and first round of shooting could put reliable dents in the enemy’s Big Scary Tank, such as a Landraider.</div></blockquote><br /> I haven't faced a ton of superheavies with my drukhari recently, but I feel like we're not entirely without tools.  Haywire weapons are pretty good into any vehicle. Lances need to be applied en masse, but they are forcing knights to take invuln saves and then do decent damage when they get through. One of our detachments gives all our kabal/merc units lethal hits. Another lets incubi wound big knights on 5s. The Reaper exists if you use legends. <br /> <br /> Against regular tanks, dark lances work just fine.  You still have to overcommit a little because single-shot weapons are swingy, and they can't one-hit-<span class="glossaryitem" onmouseover='gp(794);'>KO</span> most vehicles like they used to, but they're basically slightly better lascannons. <br /> <br /> Honestly, I don't think our "first strike punch" is where we're lacking; it's everywhere else. Back in the day, playing dark eldar was all about figuring out how to tie up 75% of the army while you killed the other 25%. You had to think about how to take enemy units hostage to protect your wyches from shooting and/or keep those enemies from shooting something else. You had to play the range game with your night shields and 36" lances to kill exposed enemies while hiding from return fire. You had to think about which tanks you were going to haywire to silence them for a turn while your incubi ran up to butcher something right next to said tanks. You had to think about which raiders you wanted to flat-out or jink to keep them alive and which raiders you wanted to leave unprotected so that their passengers could deal a death blow. <br /> <br /> Since 9th edition (if not earlier), we've kind of gone all in on just being a trading pieces army. We pop out of hiding, kill whatever we went after, and then we automatically lose whichever units we committed unless our opponents made it possible for us to hide. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>There is part of me though that thinks - can't a range just be complete? Give <span class="glossaryitem" onmouseover='gp(27);'>DE</span> back the stuff they've lost, maybe you could add a couple more things, but does every range need to be bloated out to the size of Space Marines?</div></blockquote><br /> <br /> Honestly, the 5th edition range/codex felt pretty fleshed-out.  I'd be open to more/new units, but just giving back the stuff we've lost over the years (including some wargear options) would probably do just as much if not more for the faction than some new units. <br /> <br /> I rarely find myself feeling that drukhari suffer from an inability to fill a niche. Generally it's more that they're suffering from units no longer being able to do the jobs they used to do or the core rules changing in ways that the faction as a whole is uncomfortable with. (Mostly thinking the hole standing-in-magic-circles thing here, but also the loss of speed-as-defense mechanics like flatout and jink or even just the overall reduced speed of our skimmers over the years.)]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 18:56:09]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I feel like the Faction was fairly complete in 2011 - but that was then it is now. Just a modest 15 years later.<br /> <br /> I mean I'm biased. I am a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player. I have a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> collection. I'd quite like to buy more <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, but there's not much point. For example they bought out new Incubi. Did I buy any? No. Because I have 10 already. Sure I could maybe run 15. And you can argue that finecast is bad. But... my minis are fine.<br /> <br /> They could do a complete range reset with new Kabalites, Wyches, Raiders, Venoms etc. But its a bit pointless for me because I already have those. Unless I'm going to make some list with 40 kabalites or wyches etc I don't need more.<br /> <br /> But for new players it doesn't matter.<br /> <br /> I mean I imagine its how the forum's Ork players feel about the prospect of a big Ork release. I mean a new Deff Dread might be a cool model. But if you already have 2-3, its a bit redundant.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 21:13:45]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Heh, I tend to dread any range refreshes because for me it tends to mean not buying any more models at all because they increase the scale every time these days. If they did refresh <span class="glossaryitem" onmouseover='gp(27);'>DE</span> they'd all be on 29,57mm bases or something.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 22:02:28]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I personally don't get why you need to make every faction sympathetic.  I mean to an extent maybe a victim of a tragedy but we already have that with the Fall of the Eldar and the fact if Dark Eldar don't revel in excess and feeding slaanesh  with other souls then they're souls get eaten away.  When dark eldar have a final death they get super owned by slaanesh and they have no soul stones so they're in the worst Hell imaginable.  Also it's been established they don't exactly want to raid all the time but they have to or they suffer a fate worse than death.<br /> <br /> I never got the make every villain sympathetic thing.  People seem to forget anything done all the time becomes a massive trope.  Sure you have the mustache twirling villain and maybe some of them don't like it to an extent but they were bred into this over thousands of years.  Culturally dark eldar probably don't think of things like humans or even normal eldar.  Normal eldar can't express emotions too much or slaanesh comes after them.  Also dark eldar can't use psychic powers anymore and don't get me started on what living in a crime ridden always dark mega-city would do to someone.<br /> <br /> I also don't get how dark eldar need to be fully reimagined.  We do need new units like monsters and mad flesh creations for covens, new beasts, new bikes, crazier snipers, weird weapons that can effect their enemies, Fear powers (that yes make even space marines quiver in Fear), more speed, more stealth and stealth aircraft.<br /> <br /> I just don't get why we even have to know much about any alien or daemons or heretic faction.  I prefer the perspective of an imperial citizen or imperial guardsman in old stories that would look at necrons slaughtering their battle hardened veteran troops like it was nothing.  Make aliens horrific, mysterious and ALIEN again because to a normal human that's what they are.  Even make marines both chaos and normal and even sisters of battle look supernatural.  The imperials are superstition.  Play into the superstition society and perspective they have.  Like seriously i don't need to sympathize over a hive tyrant or gaunt (as funny as that sounds) and tyranids are still popular enough.<br /> <br /> -------<br /> <br /> Edit:<br /> <br /> Like you're telling me a faction that has a Plague of Becoming where a super vain archon unleashed a plague on a world that forced every inhabitant to have his face and the dark eldar that got a special "clique" of beautiful ones in the Dark City that would wear their special flesh parts and were getting infected by the gene stealer cults?  Then there's the story where some dark eldar were "shaped" into humans and instructed imperial guard's command to attack the ynnari along with dark eldar?  Like seriously you can't get on board with all these silly or crazy stories.  Without dark eldar and orks <span class="glossaryitem" onmouseover='gp(146);'>wh40k</span> would be devoid of humor i swear.  Don't even get me started on how inventive the lore can be with them vs how they actually play on the tabletop.<br /> <br /> Back on to mustache twirling villains are you saying you'd never enjoy a silly over the top villain that says something like "YES!!!  AND I'D DO <span class="glossaryitem" onmouseover='gp(484);'>IT</span> AGAIN AND KILL PUPPIES WHILE I'M <span class="glossaryitem" onmouseover='gp(482);'>AT</span> <span class="glossaryitem" onmouseover='gp(484);'>IT</span>!!!  HAHAHAHA!!!" *runs away with cape fluttering in the wind*  Like you don't enjoy a silly villain that has all the best cool gak and absurd schemes.  If anything they should push harder into it.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 22:24:02]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Tyel wrote:</cite>I feel like the Faction was fairly complete in 2011 - but that was then it is now. Just a modest 15 years later.</div></blockquote><br /> Weirdly, I feel like our army was way <i>more </i>complete back in 2011. I'm pretty sure our overall number of datasheets has gone down considerably since then (especially if you count the named characters), and wargear options used to mean that a lot of those units could feel entirely different depending on how you equipped them. <br /> <br /> [qutoe]I mean I'm biased. I am a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player. I have a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> collection. I'd quite like to buy more <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, but there's not much point. For example they bought out new Incubi. Did I buy any? No. Because I have 10 already. Sure I could maybe run 15. And you can argue that finecast is bad. But... my minis are fine.<br /> <br /> They could do a complete range reset with new Kabalites, Wyches, Raiders, Venoms etc. But its a bit pointless for me because I already have those. Unless I'm going to make some list with 40 kabalites or wyches etc I don't need more.<br /> <br /> But for new players it doesn't matter.<br /> <br /> I mean I imagine its how the forum's Ork players feel about the prospect of a big Ork release. I mean a new Deff Dread might be a cool model. But if you already have 2-3, its a bit redundant.</div></blockquote><br /> I'm a bit hit and miss on new models. The new mandrakes look gorgeous and don't snap apart on their way to the store, so I bought those. My old incubi look fine, so I've not been in a rush to replace them.  I actively dislike the thought of updating the kabalites and wyches because their 5th edition models still look good and are pleasantly interchangable. Swapping them out for 10th edition monopose with too many bits and bobs just sounds annoying if I did go to the trouble of getting some. <br /> <br /> <blockquote><div><cite>Da Boss wrote:</cite>Heh, I tend to dread any range refreshes because for me it tends to mean not buying any more models at all because they increase the scale every time these days. If they did refresh <span class="glossaryitem" onmouseover='gp(27);'>DE</span> they'd all be on 29,57mm bases or something.</div></blockquote><br /> I just don't play in tournaments. If someone wants to whine about outdated base sizes in a casual game, they're probably not worth playing. <br /> <br /> <blockquote><div><cite>flamingkillamajig wrote:</cite>I personally don't get why you need to make every faction sympathetic.</div></blockquote><br /> I quite like unsympathetic moustache twirling drukhari, personally. It's nice that there's some in-universe justification for their behavior because a lack of motivation for twirling their moustaches would make them feel a bit silly (in a bad way), but they're absolutely at their best when portrayed as melodramatic supervillains. <br />  <br /> <blockquote class="uncited"><div>I just don't get why we even have to know much about any alien or daemons or heretic faction.  I prefer the perspective of an imperial citizen or imperial guardsman in old stories that would look at necrons slaughtering their battle hardened veteran troops like it was nothing.  Make aliens horrific, mysterious and ALIEN again because to a normal human that's what they are.  Even make marines both chaos and normal and even sisters of battle look supernatural.  The imperials are superstition.  Play into the superstition society and perspective they have.  Like seriously i don't need to sympathize over a hive tyrant or gaunt (as funny as that sounds) and tyranids are still popular enough.</div></blockquote><br /> Now this I'll disagree on.  The whole mysterious faceless alien thing can be compelling <i>up to a point</i>, but it tends to get old after a while. If I'm writing fluff for a campaign or for the backdrop of a pickup game, there are way more interesting stories to be told when my drukhari have motivations, quirky personalities, politics to consider, history to play off of... Rather than just going, "The mysterious guys showed up for mysterious reasons again." <br /> <br /> This is kind of the newcron vs oldcron thing.  Some people really like the mysterious lovecraftian faceless army thing, and that whole concept definitely has some juice. But for a lot of people, you can only have robots come out of the sand because someone parked on their lawn so many times before it gets stale. Whereas newcrons, much like drukhari, have quirks, personalities, politics, goals, etc. <br /> <br /> Poisoned Tongue kabal wouldn't be nearly as interesting if you swapped all of Malys's lore out for, "These mysterious raiders like to use poison when they show up."<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 23:20:29]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ If there had been models for all the units in the 5th ed dex, I'd have entertained a "the range is complete" argument (though still probably would have disagreed).<br /> <br /> But we never had a Kheradruahk, Sliscuss, Sathonyx, biker archon, biker Succubus.<br /> <br /> And sure, I'm fine converting... But if you're going to create 1001 Marine units nobody asked for, then screw you, I shouldn't have to convert.]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 23:24:59]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808093.page"><b>PenitentJake wrote:</b></a><br/>If there had been models for all the units in the 5th ed dex, I'd have entertained a "the range is complete" argument (though still probably would have disagreed).<br /> <br /> But we never had a Kheradruahk, Sliscuss, Sathonyx, biker archon, biker Succubus.<br /> <br /> And sure, I'm fine converting... But if you're going to create 1001 Marine units nobody asked for, then screw you, I shouldn't have to convert.</div></blockquote><br /> Actually, 5th was when we lost the biker versions of characters. Inexplicably removing datasheets from drukhari is an ancient and time-honored tradition!]]></description>
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				<pubDate><![CDATA[Wed, 4 Mar 2026 23:35:00]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Huh. Well don't I feel dumb.<br /> <br /> I always liked Drukhari, but only took the plunge to buy them at the tag end of 8th. I just pulled out the ancient 3rd ed dex from storage; I don't think I ever owned the 5th... Or if I did, I probably left it in Alberta when I moved back to Ontario.<br /> <br /> What made it the right time to buy in was the ability to build a decent army with the Poison Blade box, Blood of the Phoenix and the old Wych-heavy start collecting box.<br /> <br /> When the Combat Patrol box with the Raider and Ravager dropped, it got better. And then there was Piety and Pain and the new Coven Combat Patrol.<br /> <br /> With all that boxed set awesomeness, I only ever had to buy a handful of single kits- mostly  just the resin stuff when they announced range rotation was coming.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 01:27:34]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808094.page"><b>Wyldhunt wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808093.page"><b>PenitentJake wrote:</b></a><br/>If there had been models for all the units in the 5th ed dex, I'd have entertained a "the range is complete" argument (though still probably would have disagreed).<br /> <br /> But we never had a Kheradruahk, Sliscuss, Sathonyx, biker archon, biker Succubus.<br /> <br /> And sure, I'm fine converting... But if you're going to create 1001 Marine units nobody asked for, then screw you, I shouldn't have to convert.</div></blockquote><br /> Actually, 5th was when we lost the biker versions of characters. Inexplicably removing datasheets from drukhari is an ancient and time-honored tradition!</div></blockquote><br /> <br /> Yeah they did it to skaven a bit too with skaven-slaves and slings on said models (not that anybody ever really needed slings since they couldn't hit much).  The new clanrat models don't even have spears.  Take a wild guess what's probably next on the cutting board with "No Model No Rules."  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has a weird hatred for dark eldar on that subject though.<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> did you read the rest of my post's edit?  I was editing it just after you posted so you probably didn't see it in time to comment or maybe you did in which case never mind.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 02:44:20]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808110.page"><b>flamingkillamajig wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808094.page"><b>Wyldhunt wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808093.page"><b>PenitentJake wrote:</b></a><br/>If there had been models for all the units in the 5th ed dex, I'd have entertained a "the range is complete" argument (though still probably would have disagreed).<br /> <br /> But we never had a Kheradruahk, Sliscuss, Sathonyx, biker archon, biker Succubus.<br /> <br /> And sure, I'm fine converting... But if you're going to create 1001 Marine units nobody asked for, then screw you, I shouldn't have to convert.</div></blockquote><br /> Actually, 5th was when we lost the biker versions of characters. Inexplicably removing datasheets from drukhari is an ancient and time-honored tradition!</div></blockquote><br /> <br /> Yeah they did it to skaven a bit too with skaven-slaves and slings on said models (not that anybody ever really needed slings since they couldn't hit much).  The new clanrat models don't even have spears.  Take a wild guess what's probably next on the cutting board with "No Model No Rules."  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has a weird hatred for dark eldar on that subject though.<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> did you read the rest of my post's edit?  I was editing it just after you posted so you probably didn't see it in time to comment or maybe you did in which case never mind.</div></blockquote><br /> Agreed that silly moustache twirling cartoon drukhari can be a lot of fun and that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> shouldn't be afraid to lean into it. Although drukhari can *also* be taken in other directions. They've got the cool dark fey thing going on. They've kind of got ganger vibes, but on a larger scale. You *can* zoom in and make them vaguely semi-sympathetic from time to time (Mor from the Path series or the shaderunner from VoidScarred or arguably Lelith from QoK.)  So while drukhari can and should be comfortable leaning into their humor, it's not the only direction you can take them.  ]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 03:27:28]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808110.page"><b>flamingkillamajig wrote:</b></a><br/><br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> did you read the rest of my post's edit?  </div></blockquote><br /> <br /> Yes, and I agree with much of your post: I don't need or want sympathetic Drukhari myself... But I also think Wyldhunt has a point about how it's nice for people who want to do it to be able to do it. I personally like the Drukhari BECAUSE they are pure evil... Or because they can be if that's how a player wants them to be. If I was forced to swallow a sympathetic Drukhari because a <span class="glossaryitem" onmouseover='gp(50);'>GW</span> bigwig decided that everyone needed to be relatable, I'd quit not only Drukhari but the game itself. I would continue to monitor from a distance like I did when I sat out 6th and 7th, waiting for the moment when the pendulum swung back around and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> came to their senses; in the case of the last sit out, I was monitoring for a) the return of <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> and b) proper respect for Sisters.<br /> <br /> The one piece of your post I DON'T agree with is this: "I just don't get why we even have to know much about any alien or daemons or heretic faction. I prefer the perspective of an imperial citizen or imperial guardsman" - personally, I think that's exactly what's wrong with <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. Now, I should also say at this point that I am pretty skeptical of treating <span class="glossaryitem" onmouseover='gp(327);'>BL</span> stuff as official "Lore" - I tend to ignore a lot of it because bolter porn/ ALL SPACE MARINES ALL THE TIME really, really pisses me off.<br /> <br /> Adrian Tchaikovsky's "Ascension Day" on the other hand was a freaking masterpiece, and I think he should write ALL of <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s non-imperial <span class="glossaryitem" onmouseover='gp(327);'>BL</span> stuff.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 04:33:26]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Adrian Tchaikovsky is brilliant. His Children Of Time series is some of the best sci-fi I've ever read. I actually found Ascension Day something of a let-down, I kind of expected more from him. It was just a bit simple.]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 10:07:00]]> GMT</pubDate>
				<author><![CDATA[ Crispy78]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11808140.page"><b>Crispy78 wrote:</b></a><br/>Adrian Tchaikovsky is brilliant. His Children Of Time series is some of the best sci-fi I've ever read. I actually found Ascension Day something of a let-down, I kind of expected more from him. It was just a bit simple.</div></blockquote><br /> <br /> The plot was very simple, it's true.<br /> <br /> The thing I loved about it is that the Cultist characters actually had a lot of emotional depth and didn't feel 2 dimensional... Something that's a common trap for lesser writers who are trying to get inside an alien mindset. <br /> <br /> I'm weird that way- if the emotional tone of a story works, I can forgive the simplicity of its plot. But I've heard great things about Children of Time, and I should probably check it out. Cheers!]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 17:50:31]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I enjoyed Day of Ascension.  I think <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> have a lot of potential for story hooks because the mentality of a lot of the cult members are basically human. And what's more, they're downtrodden cogs in the imperial machine with strong connections to their community/family (albeit thanks in part to alien brain washing). With their alien connections essentially giving them the tools with which to fight back and overthrow their evil overlords. All kept sufficiently grimdark by the tragedy that is the true nature of the powers that allow them to resist and the fate that ultimately awaits them. <br /> <br /> Basically, a lot of the cult members have 99% human mindsets and are a rare example of an underdog being empowered to do something other than serve chaos or the imperium. ]]></description>
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				<pubDate><![CDATA[Thu, 5 Mar 2026 20:13:46]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Re:Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ **Positing while Inebriated**<br /> <br /> I've loved Drukhari since their appearance in 3rd edition.  One of the most balanced boxes in the history of the game.  Only decades later have I accepted that there <i>wasn't</i> a Raider in the box.<br /> <br /> No, just cower while you await death, fetid Xenos.<br /> <br /> I loved the slightly fugly plastics.  I ADORE Chris Fittzpatrick's sexy sculpts to this day. I felt sorry for those other rushed abominations. (Gary Morely on a far too tight deadline?)<br /> <br /> OG Dark Eldar didn't have much choice about drinking souls. They were constantly 'bleeding' out to She-Who-Thirsts.  Modern fluff seems to just ignore that, though?  Just grab a soulstone and you're good to go. Is that it?<br /> <br /> I love that they aren't simply Chaos Eldar. I remind myself when someone posts about their fluff getting changed that I would <i>hate</i> for Drukhari to be turned into worshippers of She-Who-Thirsts.<br /> <br /> I don't want or need to empathise with my armies. I play Nids, Drukhari and <span class="glossaryitem" onmouseover='gp(722);'>GSC</span>.<br /> <br /> Drukhari have suffered from a few things.<br /> <br /> We've always been the poor hordey cousin to Craftworlders. I thought we were meant to be a bit more glassy, a bit more cannonish.  But that's never been the case.. <br /> <br /> But as tables have gotten smaller, movement rates seem to have become narrower and everybody* and their Grox has some form of Fallback and... or Assault and... type deal we really don't seem fast and speedy anymore.<br /> <br /> Also, shout out to the Unholy Terror that was the 3-5th edition Archon.  So murderous.   <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> <br /> <br /> I think we'd be good in terms of releases just be replacing what we've lost - biker heroes, many of our special characters, the units sent to legends when our last codex came out.  By the time those are done, we'd be back to updating core units. Plastic super yacht. And take a leaf out of Age of Sigmar's book and give dedicated male and female sculpts.  No, I don't care for androgynous Eldar.  Viva La Fitzpatrick! <br /> <br /> What does annoy me is <span class="glossaryitem" onmouseover='gp(50);'>GW</span> pulling Ynnari out of nowhere instead of using Drukhari to try pulling off some kind of crazy doomsday plot to sever their link to She-Who-Thirsts.<br /> <br /> Then rather than give us plastic versions of Beast Packs, Court, etc, etc they decided to start redoing old <span class="glossaryitem" onmouseover='gp(39);'>FW</span> corsairs.  This really annoys me. It's like being offered one of the pirates from Pirates of the Caribbean and picking Will Turner. Finish Drukhari before starting yet another Eldar faction, you muppets.  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> <br /> <br /> (To me Drukhari were the reinvention of the old school metal Eldar I bought in blister packs before WD127 arrived.)<br /> <br /> The only thing I don't like in Drukhari fluff is the Mary Sue Vect.  I would really like to see him get overthrown by Malys.<br /> <br /> <br /> <br /> <br /> <br /> <br /> *it feels like. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 7 Mar 2026 22:11:56]]> GMT</pubDate>
				<author><![CDATA[ Souleater]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I'm not jealous of other flavours of eldar- bring on Corsairs and Ynarri.<br /> <br /> It's Space Marine proliferation  I hate.<br /> <br /> I don't want Corsairs and Ynarri to come at the expense of Drukhari, but I equally don't want Drukhari to come at the expense of Corsairs and Ynarri.<br /> <br /> I want all Xenos releases to come at the expense of Mario Kart, New Drop Pods when the old kit was fine, Suppressor, and ridiculous hovering Kleenex box covered in guns that are primaris tanks. Or ridiculous looking decimators.<br /> <br /> I'm not saying NO NEW MARINES- god knows that would kill the company and the game. I'm saying far fewer Marines, and only kits that are likely to be embraced by the existing player base.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 8 Mar 2026 18:02:09]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ You think that's bad - It's worse if you're in to the new Epic scale where its Horus Heresy bound. You don't even get the choice of xenos (and if they did do them more than half the xenos factions can't even take part). <br /> <br /> Which is also a big concern of mine if they ever bring back Battlefleet Gothic because it seems that most of that kind of game are handled by the specialist game team and they appear to be banned from touching <span class="glossaryitem" onmouseover='gp(3);'>40K</span> <br /> <br /> Which means - another 30K game which means yet more "mirror match marines vs marines with a few Imperial Guard and Mechanicus on the side" ]]></description>
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				<pubDate><![CDATA[Sun, 8 Mar 2026 18:25:28]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808695.page"><b>PenitentJake wrote:</b></a><br/>I'm not jealous of other flavours of eldar- bring on Corsairs and Ynarri.<br /> <br /> It's Space Marine proliferation  I hate.<br /> <br /> I don't want Corsairs and Ynarri to come at the expense of Drukhari, but I equally don't want Drukhari to come at the expense of Corsairs and Ynarri.<br /> <br /> I want all Xenos releases to come at the expense of Mario Kart, New Drop Pods when the old kit was fine, Suppressor, and ridiculous hovering Kleenex box covered in guns that are primaris tanks. Or ridiculous looking decimators.<br /> <br /> I'm not saying NO NEW MARINES- god knows that would kill the company and the game. I'm saying far fewer Marines, and only kits that are likely to be embraced by the existing player base.<br /> </div></blockquote><br /> <br /> I am saying No New Marines.<br /> <br /> Doesn’t apply to resculpts. But no entirely new units. They’re incredibly well served in terms of existing diverse options, so adding entirely new is just adding for the sake of adding.<br /> <br /> But, acknowledgement and for me respect where it’s due? Over the past few years (massive Necron refresh onward, more or less), non-Marines have enjoyed some serious updates. The like had never really been seen before.<br /> <br /> Dark Eldar still lag quite far behind.<br /> <br /> For 11th Ed? I think Marine wise there should just be an update to The Original Infantry. Your Taccies, your Devastators and that. Not only are they reliably useful and flexible units? But the inevitable rescaling would see them sell like hot cakes.<br /> <br /> And then take all the resources that Just Inventing New Marines For Sake Of New Marines, and pile them into Dark Eldar.]]></description>
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				<pubDate><![CDATA[Sun, 8 Mar 2026 18:51:06]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11808706.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><br /> But, acknowledgement and for me respect where it’s due? Over the past few years (massive Necron refresh onward, more or less), non-Marines have enjoyed some serious updates. The like had never really been seen before. </div></blockquote><br /> <br /> Absolutely true and fair. And it's why I am pretty sure Drukhari will get their due in 11th. I just don't want to jinx it.<br /> <br /> I'm also worried they'll replace kits that don't need replacing and in doing so, neglect creating kits we do need.]]></description>
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				<pubDate><![CDATA[Sun, 8 Mar 2026 22:13:08]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11807973.page"><b>Crispy78 wrote:</b></a><br/>Quite - what was the last actually new thing? The Voidraven 10ish years ago? And that wasn't entirely new new, it was more filling in a gap where there were previously rules but no model... I suppose Malys would also count I guess - did she have a dedicated model at some point in the past? But other than that all they've had has been resculpts of existing stuff, and not even as many of them as they by rights probably need.</div></blockquote><br /> Lexicanum does release lists for all <span class="glossaryitem" onmouseover='gp(3);'>40K</span> ranges, <a href="https://wh40k.lexicanum.com/wiki/Miniatures:_Dark_Eldar" target="_new" rel="nofollow">Dark Eldar can be found here</a>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> had essentially two ranges. <br /> <br /> The first being released in 1998, with a few additions in '99 and '00. Then ten years of literally nothing from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> direct, with the exception of an odd <span class="glossaryitem" onmouseover='gp(39);'>FW</span> model.<br /> <br /> 2010 saw their second - current - range released. Other than two more <span class="glossaryitem" onmouseover='gp(39);'>FW</span> models and a few special characters and the Voidraven Bomber they got nothing new since then: just plastic resculpts of existing metal/Finecast kits. And quite a few things actually got removed from sale completely.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2026 07:01:39]]> GMT</pubDate>
				<author><![CDATA[ Darnok]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Huh, that's weird. Lexicanum has some strait up wrong information on those Dark Eldar models and are missing at least one <span class="glossaryitem" onmouseover='gp(39);'>FW</span> model, the Razorwing fighter-bomber. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2026 12:45:32]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I looked through the 3rd ed (v2) dex yesterday, and wow... was it different.<br /> <br /> People say the Cult/ Kabal/ Coven divide was an 8th thing, but it in some ways, it was more pronounced in 3rd when the army debuted.<br /> <br /> If your Warlord was an Archon, all Wyches were elites. If you used a Wych Lord (Succubus was the term used for squad leader in that edition), then Kabalites and Raider Kabalites were elites and Haemonculi and Talos could not be used at all!<br /> <br /> Wracks and Grotesques did not exist. Beast packs were composed entirely of Warp Beasts. Asdrubael, Kruellah, Lilith, Urien and Decapitator were the named... Though Decapitator never had a model.<br /> <br /> Reavers and Skyboards were equipment, so Archons and and Wych Lords could take them that way, but datasheets for mounted characters did not exist.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2026 16:03:22]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Actually, grotesques DID exist in the 3rd edition codex, I have the models. What they were changed when <span class="glossaryitem" onmouseover='gp(27);'>DE</span> got their 5th edition codex. What were "Grotesques" got renamed into Wracks, and Grotesques became the larger, Ogryn sized brutes.  Frankly, I kind of liked the old school Grotesques, especially if they were the Uber Grotesques you could have attached to Urien.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2026 21:14:36]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ The Razorwing is there....<br /> <br /> <a href="https://wh40k.lexicanum.com/wiki/File:Razorwing01_873x627.jpg" target="_blank" rel="nofollow">https://<span class="glossaryitem" onmouseover='gp(146);'>wh40k</span>.lexicanum.com/wiki/File:Razorwing01_873x627.jpg</a><br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2026 21:34:08]]> GMT</pubDate>
				<author><![CDATA[ stroller]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11809014.page"><b>PenitentJake wrote:</b></a><br/>I looked through the 3rd ed (v2) dex yesterday, and wow... was it different.<br /> <br /> People say the Cult/ Kabal/ Coven divide was an 8th thing, but it in some ways, it was more pronounced in 3rd when the army debuted.<br /> <br /> If your Warlord was an Archon, all Wyches were elites. If you used a Wych Lord (Succubus was the term used for squad leader in that edition), then Kabalites and Raider Kabalites were elites and Haemonculi and Talos could not be used at all!<br /> <br /> Wracks and Grotesques did not exist. Beast packs were composed entirely of Warp Beasts. Asdrubael, Kruellah, Lilith, Urien and Decapitator were the named... Though Decapitator never had a model.<br /> <br /> Reavers and Skyboards were equipment, so Archons and and Wych Lords could take them that way, but datasheets for mounted characters did not exist.</div></blockquote><br /> <br /> I didn't remember Wych Lords removing coven stuff as options, but aside from that the kabal/cult distinction wasn't <i>that </i>huge. It mostly just let you avoid the kabalite troop tax in favor of more wyches. Or shifted your kabalite:wych ratio if you still wanted to use both. 3rd edition also still let you have haemonculi hanging out in squads of wyches or kabalites or reavers or whatever, so it wasn't <i>that </i>divided.<br /> <br /> 5th edition really did the divisions first and best. Mostly by just not making them all that pronounced to begin with. Your haemonculus could still hang out with wyches, but you could also do a kabal/cult/coven themed list with zero representation from the other two subfactions.  You could give your archon some pet grotesques to quirkily lead into battle, but there was a certain amount of synergy to be had for sticking to more conventional combos. <br /> <br /> 7th kind of started forming the cracks with the coven splat and various formations. Then 8th was where we had to start really jumping through hoops if we wanted to have access to our whole codex.]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2026 02:37:58]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11809085.page"><b>stroller wrote:</b></a><br/>The Razorwing is there....<br /> <br /> <a href="https://wh40k.lexicanum.com/wiki/File:Razorwing01_873x627.jpg" target="_blank" rel="nofollow">https://<span class="glossaryitem" onmouseover='gp(146);'>wh40k</span>.lexicanum.com/wiki/File:Razorwing01_873x627.jpg</a><br /> <br /> <br /> <br /> </div></blockquote><br /> <br /> Wrong Razorwing.  They reused the name from a previous Forge World model. It looked like two Raven fighters joined in the middle. Two hulls, two cockpits, stub wing between them. Armed with two long barrel splinter canons, two dark Lances, and some kind of fear canon in the middle, mounted on the central stub wing.]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2026 08:08:11]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Raven fighter:<br /> <br /> <a href="https://wh40k.lexicanum.com/wiki/File:Raven.jpg" target="_blank" rel="nofollow">https://<span class="glossaryitem" onmouseover='gp(146);'>wh40k</span>.lexicanum.com/wiki/File:Raven.jpg</a><br /> <br /> I have a couple: they're fun]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2026 08:22:10]]> GMT</pubDate>
				<author><![CDATA[ stroller]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11809143.page"><b>stroller wrote:</b></a><br/>Raven fighter:<br /> <br /> <a href="https://wh40k.lexicanum.com/wiki/File:Raven.jpg" target="_blank" rel="nofollow">https://<span class="glossaryitem" onmouseover='gp(146);'>wh40k</span>.lexicanum.com/wiki/File:Raven.jpg</a><br /> <br /> I have a couple: they're fun</div></blockquote><br /> <br /> Yes, I have that model too. It's NOT that model. The original Razorwing looked like two of the Ravens glued together. <br /> <br /> Edit: took forever to find a picture. It's like they tried to scrub this from the internet. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2026 14:58:45]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<description><![CDATA[ I'd forgotten that one. I stand corrected.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2026 21:43:50]]> GMT</pubDate>
				<author><![CDATA[ stroller]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Just had a unit idea. Possibly subconsciously influenced by the flier above.<br /> <br /> You may remember I advocate for medium artillery type weapons, mounted on the Venom Chassis? <br /> <br /> How about a two platform kit. And between them is strung a web of mono-filament. Perhaps one has the caster, side mounted, and the other has some device to grab the strings.<br /> <br /> They then go either side of enemy units. Slicey Dicey, Oncey Twicey. Mortal Wounds will kill you nicely.]]></description>
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				<pubDate><![CDATA[Thu, 19 Mar 2026 15:11:09]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Have you been watching the opening scene from <i>Ghost Ship</i> again, Doc?]]></description>
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				<pubDate><![CDATA[Thu, 19 Mar 2026 15:26:09]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ No. But I’m gonna now! And yes. Exactly that sort of thing.<br /> <br /> Dunno how well it fits modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> rule, but could even peg its effectiveness to how fast they’re moving. And have it apply to enemy units moving between them. Give a modicum of board control should the opponent fail to deal with them.]]></description>
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				<pubDate><![CDATA[Thu, 19 Mar 2026 15:31:35]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ It doesn't even need to be a Net Of Monofilament Slicey Doom - Drukhari are slavers / vivisectionists, right? Some sort of swoopy netted slave-catching vehicle seems to be perfectly on-brand.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2026 12:32:09]]> GMT</pubDate>
				<author><![CDATA[ Crispy78]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11810496.page"><b>Crispy78 wrote:</b></a><br/>It doesn't even need to be a Net Of Monofilament Slicey Doom - Drukhari are slavers / vivisectionists, right? Some sort of swoopy netted slave-catching vehicle seems to be perfectly on-brand.</div></blockquote><br /> <br /> It used to be (even as recently as 9th) that most/all of our vehicles could be given Chain Snares as an upgraded that either improved our melee performance or did a fly-over attack depending on edition.  They're literally animated chains with hooks on the end that would lash out and impale living creatures as they went, meathooking them to take them as slaves for later.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2026 15:16:28]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I think that properly, purposefully weaponised and specialised would be a suitably Dark Eldar Weapon, monofilament or not. Heck, why not a “well save you for later” high vyotlage stun net.<br /> <br /> Could make it deal <span class="glossaryitem" onmouseover='gp(494);'>MW</span> to infantry only, and none at all if the imaginary line also cross a Tank or Dreadnought etc. That could encourage them to be used with suitable precision? Again dunno if that’s terribly Modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> in terms of rule application.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2026 15:52:22]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Going back to the moaning, and to give this a bump. Because it came up in a background thread.<br /> <br /> I previously broke down the number of units Dark Eldar had release, then counted up all the units they gained from their major refresh. Next, I looked at the current range, and saw they’d only retained three new units since 1998.<br /> <br /> What I didn’t do is make the point they lost more units that they retained. So to recap?<br /> <br /> In their second proper Codex (not the second edition of the original), Dark Eldar gained…<br /> <br /> 1. Trueborn 2. Blood Brides. 3. Grotesques (the big lad version, Wracks taking their original role more or less) 4. Court of the Archon 5. Two new beast types (Clawed Fiend and Deth Burds) 6. Razorwing. 7. Cronos 8. Voidraven 9. Venom.<br /> <br /> Of those? Only Cronos, Voidraven, Razorwing and Venom remain.<br /> <br /> So they’ve lost more units (not counting special characters and character options, which only makes things worse) than they gained. All. Of. Which. Had. Models.<br /> <br /> Yes, their range is now *double checks in case of face/egg interface* fully plastic, which is nothing to be sniffed at. Spesh after Finecast, doubly so for such delicate sculpts with dinky details.<br /> <br /> But…everyone has had that. Very, very few non-plastic kits left if any (no I cannot be arsed to review the entire <span class="glossaryitem" onmouseover='gp(3);'>40K</span> range, sod off). And got lots of new things. Which they were allowed to keep.<br /> <br /> Dark Eldar players? I salute you. You’ve maintained your dedication despite not only being given the poopy end of the stick since 1998*, but for having been relentlessly beaten with it, barring a brief respite around 2010, when it looked like a new dawn, but in fact <span class="glossaryitem" onmouseover='gp(50);'>GW</span> were just refreshing the poopy end with some fresh tod before renewing the beating.<br /> <br /> *Trust me. They sucked at launch. Including the dubious honour of being in the big box, but unfortunately hopelessly outmatched by the Marines and their Land Speeder you could barely tickle.]]></description>
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				<pubDate><![CDATA[Mon, 30 Mar 2026 18:20:25]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ *Returns salute.* <br /> <br /> Just to summarize what I said in the Background thread (hopefully with fewer typos): <br /> <br /> I agree that losing all the stuff we have really stinks. If you just gave us back the units that we've lost over the years, I actually think we'd be in a pretty solid place in terms of options and support. <br /> <br /> Between the court and the beasts alone, the drukhari book feels more diverse and evocative than any given chapter of marines in terms of lore, and even in our current state we have most major roles pretty well covered. <br /> <br /> To me, a big part of the faction's appeal has always been that it feels both full of exotic curiosities and welcoming to your own creative custom novelties.  The lack of customization (especially of characters) over the years has severely diminished the latter.  Taking away our lab experiments (grotesques), our alien/drukhari subculture medley (the court), and our semi-magical animal zoo (the beast packs) all diminish the former. <br /> <br /> We're no longer a highly customizable faction of exotic novelties. Instead we have some of the fewest options of <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> wargear choices of any faction in the game, and we're pretty much down to only actual space elves as unit choices. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Mar 2026 19:36:00]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Beastmasters could cover a number of sins.<br /> <br /> With the right mix of Exotic Beasties, they can potentially cover different gaps in a given army.<br /> <br /> Clawed Fiends for instance for mauling and tying up heavy infantry, Warp Beasts/Khymerae* for General Purpose Biting, and those Deth Burds I Can’t Recall The Name Of for bothering light infantry.<br /> <br /> And why not A Really Big Beast for Dreadnought Tipping? Because it’s funny watching their legs wiggle about when they’ve been knocked over. Probably.<br /> <br /> *Pretty sure that’s what they were called?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Hey, maybe a Barghesi? We now know what an ickle Barghesi looks like. How about a big ‘un? Really let the Beastmaster show off his mastery of lesser beings?<br /> <br /> Oooohhhhhhh….why not a Character Level Beastmaster for a geet big beasty? Just as a Wych can rise to Succubus (and the lower level, the name of which escapes me), why not Beastmasters?]]></description>
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				<pubDate><![CDATA[Mon, 30 Mar 2026 19:45:06]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813005.page"><b>Wyldhunt wrote:</b></a><br/>*Returns salute.* <br /> <br /> Just to summarize what I said in the Background thread (hopefully with fewer typos): <br /> <br /> I agree that losing all the stuff we have really stinks. If you just gave us back the units that we've lost over the years, I actually think we'd be in a pretty solid place in terms of options and support. <br /> <br /> Between the court and the beasts alone, the drukhari book feels more diverse and evocative than any given chapter of marines in terms of lore, and even in our current state we have most major roles pretty well covered. <br /> <br /> To me, a big part of the faction's appeal has always been that it feels both full of exotic curiosities and welcoming to your own creative custom novelties.  The lack of customization (especially of characters) over the years has severely diminished the latter.  Taking away our lab experiments (grotesques), our alien/drukhari subculture medley (the court), and our semi-magical animal zoo (the beast packs) all diminish the former. <br /> <br /> We're no longer a highly customizable faction of exotic novelties. Instead we have some of the fewest options of <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> wargear choices of any faction in the game, and we're pretty much down to only actual space elves as unit choices. </div></blockquote><br /> <br /> God don't even make me think about the new corsair stuff <span class="glossaryitem" onmouseover='gp(50);'>GW</span> released.  I keep thinking "You know this would've been cool if this was more dark eldar models."  I feel like archons now try to feel pain themselves just to remember they're still alive.  Seriously the dark eldar leaders are probably on suicide watch (can i still make mild jokes about that these days in regards to fictional characters?).  There's a reason i wasn't excited for 10th ed even with lady malys.  Also why did we need another archon refresh.  We had one in 5th, 7th and the current one now.  Same with incubi getting a refresh.  They could've refreshed the butt ugly grotesques at least that hadn't gotten a model since 5th.  Instead they axed it instead.  Honestly they could've re-done incubi with those helmet mounted guns or more melee options or given grotesques different melee options.  Seeing <span class="glossaryitem" onmouseover='gp(50);'>GW</span> fold up dark eldar into the Aeldari store page sub-section of the Warhammer online store says it all.  They're either gonna fade into obscurity or just become a Aeldari super-friends list or something.  <br /> <br /> I suppose what i find most insulting is <span class="glossaryitem" onmouseover='gp(50);'>GW</span> builds all these half armies or part armies and then they never flesh them out.  Then they fail to add to some other factions that really need it like dark eldar and some other older factions.  Genestealer cults have a few options but if you don't go for <span class="glossaryitem" onmouseover='gp(722);'>gsc</span> guardsmen units it's basically like 5-6 characters or more and probably as many units.  At least admech got combined into one and has a sufficient amount of units.  Harlequins, Knights, corsairs and maybe even custodes aren't even real armies.  They have like 5 units each and without Forge World they can't really qualify as armies.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to want to do all these armies but then not flesh them out like it's throwing crap at a wall and seeing what sticks.<br /> <br /> ---------<br /> <br /> Even looking up the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> online store dark eldar have: 24 items for sale (this includes battleforces, kill teams and the codex), Imperial Guard have: 65 Items for sale, Tau have 45 Items for sale, Tyranids 54 Items for sale, Orks 59 Items for sale, Necrons 46 Items for sale, Aeldari 68 Items for sale (if you take out dark eldar it's like 44 items), Chaos Marines 56 Items for sale, Sisters of Battle 35 Items for sale, Chaos Daemons 48 Items for sale and Admech 31 Items for sale.<br /> <br /> With the exception of Sisters of Battle who were neglected the worst for years we have about half the items for sale of any other main faction on the website.  We also have the lowest amount of items of any of the main factions to have existed since maybe 3rd edition.  I'm not sure where chaos daemons are with this but i think they were only a separate faction since 5th.  Point is this is HORRIBLE!  I can't take this faction seriously.  Just i'm sorry there's a reason i left before the latest codex dropped.  You can't make me care when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't.]]></description>
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				<pubDate><![CDATA[Mon, 30 Mar 2026 23:55:00]]> GMT</pubDate>
				<author><![CDATA[ flamingkillamajig]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Daemons have 48 items. But they're really four factions in one Index with some cross-compatibility.<br /> <br /> I'll insert my standard "Daemons should get more options, especially ranged options," here... While also acknowledging that Dark Eldar have been immensely shafted over the years.]]></description>
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				<pubDate><![CDATA[Mon, 30 Mar 2026 23:57:57]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Honestly with <span class="glossaryitem" onmouseover='gp(50);'>GW</span> shifting demons from 1 to 4 armies I have hope that we'll see actual new demons.<br /> <br /> Even more so that they are clearly drawing lines between brands too so eventually we'll have separate scifi and fantasy demon models. The only risk, esp in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, is that they fill the roster with mortals (space marines) ]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 00:35:11]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813051.page"><b>flamingkillamajig wrote:</b></a><br/><br /> <br /> God don't even make me think about the new corsair stuff <span class="glossaryitem" onmouseover='gp(50);'>GW</span> released.  I keep thinking "You know this would've been cool if this was more dark eldar models."  I feel like archons now try to feel pain themselves just to remember they're still alive.  Seriously the dark eldar leaders are probably on suicide watch (can i still make mild jokes about that these days in regards to fictional characters?).  There's a reason i wasn't excited for 10th ed even with lady malys.  Also why did we need another archon refresh.  We had one in 5th, 7th and the current one now.  Same with incubi getting a refresh.  They could've refreshed the butt ugly grotesques at least that hadn't gotten a model since 5th.  Instead they axed it instead.  Honestly they could've re-done incubi with those helmet mounted guns or more melee options or given grotesques different melee options.  Seeing <span class="glossaryitem" onmouseover='gp(50);'>GW</span> fold up dark eldar into the Aeldari store page sub-section of the Warhammer online store says it all.  They're either gonna fade into obscurity or just become a Aeldari super-friends list or something.  <br /> <br /> I suppose what i find most insulting is <span class="glossaryitem" onmouseover='gp(50);'>GW</span> builds all these half armies or part armies and then they never flesh them out.  Then they fail to add to some other factions that really need it like dark eldar and some other older factions.  Genestealer cults have a few options but if you don't go for <span class="glossaryitem" onmouseover='gp(722);'>gsc</span> guardsmen units it's basically like 5-6 characters or more and probably as many units.  At least admech got combined into one and has a sufficient amount of units.  Harlequins, Knights, corsairs and maybe even custodes aren't even real armies.  They have like 5 units each and without Forge World they can't really qualify as armies.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to want to do all these armies but then not flesh them out like it's throwing crap at a wall and seeing what sticks.<br /> </div></blockquote><br /> <br /> Ironically and showing my age, I though the inverse when dark eldar appeared in 3rd ed - what's with all these new evil eldar when they are could have been eldar pirate units? I was eagerly waiting for pirates since they appeared in the 2nd ed ed codex and then they went with 'I can't believe they're not slanneshi' Eldar instead... :p<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 01:23:27]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Eldar Pirates have been in since Rogue Trader. Eldritch Raiders were one of the named units, and Prince Yriel is a named character from Chapter Approved.<br /> The Skyreavers are practically straight out of one of the illustrations.]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 02:04:03]]> GMT</pubDate>
				<author><![CDATA[ SgtEeveell]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/af7220c2e9dcd901a33f0da97a27db27.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813069.page"><b>SgtEeveell wrote:</b></a><br/>Eldar Pirates have been in since Rogue Trader. Eldritch Raiders were one of the named units, and Prince Yriel is a named character from Chapter Approved.<br /> The Skyreavers are practically straight out of one of the illustrations.</div></blockquote>Rogue Trader was 1987.<br /> Dark Eldar were 1998.<br /> <br /> It’s been 11 years without, and the more recent 28 with.]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 02:10:16]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8edcf084d6f90899883d4a792c27ac07.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813051.page"><b>flamingkillamajig wrote:</b></a><br/><div style="margin-top:5px; margin-bottom:10px;">
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<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813005.page"><b>Wyldhunt wrote:</b></a><br/>*Returns salute.* <br /> <br /> Just to summarize what I said in the Background thread (hopefully with fewer typos): <br /> <br /> I agree that losing all the stuff we have really stinks. If you just gave us back the units that we've lost over the years, I actually think we'd be in a pretty solid place in terms of options and support. <br /> <br /> Between the court and the beasts alone, the drukhari book feels more diverse and evocative than any given chapter of marines in terms of lore, and even in our current state we have most major roles pretty well covered. <br /> <br /> To me, a big part of the faction's appeal has always been that it feels both full of exotic curiosities and welcoming to your own creative custom novelties.  The lack of customization (especially of characters) over the years has severely diminished the latter.  Taking away our lab experiments (grotesques), our alien/drukhari subculture medley (the court), and our semi-magical animal zoo (the beast packs) all diminish the former. <br /> <br /> We're no longer a highly customizable faction of exotic novelties. Instead we have some of the fewest options of <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> wargear choices of any faction in the game, and we're pretty much down to only actual space elves as unit choices. </div></blockquote><br /> <br /> God don't even make me think about the new corsair stuff <span class="glossaryitem" onmouseover='gp(50);'>GW</span> released.  I keep thinking "You know this would've been cool if this was more dark eldar models."  I feel like archons now try to feel pain themselves just to remember they're still alive.  Seriously the dark eldar leaders are probably on suicide watch (can i still make mild jokes about that these days in regards to fictional characters?).  There's a reason i wasn't excited for 10th ed even with lady malys.  Also why did we need another archon refresh.  We had one in 5th, 7th and the current one now.  Same with incubi getting a refresh.  They could've refreshed the butt ugly grotesques at least that hadn't gotten a model since 5th.  Instead they axed it instead.  Honestly they could've re-done incubi with those helmet mounted guns or more melee options or given grotesques different melee options.  Seeing <span class="glossaryitem" onmouseover='gp(50);'>GW</span> fold up dark eldar into the Aeldari store page sub-section of the Warhammer online store says it all.  They're either gonna fade into obscurity or just become a Aeldari super-friends list or something.  <br /> <br /> I suppose what i find most insulting is <span class="glossaryitem" onmouseover='gp(50);'>GW</span> builds all these half armies or part armies and then they never flesh them out.  Then they fail to add to some other factions that really need it like dark eldar and some other older factions.  Genestealer cults have a few options but if you don't go for <span class="glossaryitem" onmouseover='gp(722);'>gsc</span> guardsmen units it's basically like 5-6 characters or more and probably as many units.  At least admech got combined into one and has a sufficient amount of units.  Harlequins, Knights, corsairs and maybe even custodes aren't even real armies.  They have like 5 units each and without Forge World they can't really qualify as armies.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to want to do all these armies but then not flesh them out like it's throwing crap at a wall and seeing what sticks.<br /> <br /> ---------<br /> <br /> Even looking up the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> online store dark eldar have: 24 items for sale (this includes battleforces, kill teams and the codex), Imperial Guard have: 65 Items for sale, Tau have 45 Items for sale, Tyranids 54 Items for sale, Orks 59 Items for sale, Necrons 46 Items for sale, Aeldari 68 Items for sale (if you take out dark eldar it's like 44 items), Chaos Marines 56 Items for sale, Sisters of Battle 35 Items for sale, Chaos Daemons 48 Items for sale and Admech 31 Items for sale.
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</div><br /> <br /> With the exception of Sisters of Battle who were neglected the worst for years we have about half the items for sale of any other main faction on the website.  We also have the lowest amount of items of any of the main factions to have existed since maybe 3rd edition.  I'm not sure where chaos daemons are with this but i think they were only a separate faction since 5th.  Point is this is HORRIBLE!  I can't take this faction seriously.  Just i'm sorry there's a reason i left before the latest codex dropped.  You can't make me care when <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't.</div></blockquote><br /> <br /> For someone who doesn't care you sure type alot about it....<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 03:44:20]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ You can be beyond caring due to poor treatment, and still be bitter that you’ve been forced to no longer care.<br /> <br /> Anyways. With 11th Ed just around the corner, dare <span class="glossaryitem" onmouseover='gp(3);'>40K</span> players as a whole hope the Dark Eldar finally get their moment in the sun?<br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has genuinely turned over a new leaf on supporting Xenos armies in recent years. And that as covered has been a mix of mass resculpt in plastic and shiny new never before seen kits and even characters. This should be applauded.<br /> <br /> And yes, despite <span class="glossaryitem" onmouseover='gp(50);'>GW</span>’s size resources remain finite. So one way or another someone was gonna be last out the gate. That again is entirely unavoidable.<br /> <br /> But even so? With their toys being taken away at a time everyone else got New And More Toys? Dark Eldar fans have every right to feel bitter. Because for edition after edition they’ve had so little.<br /> <br /> So your army has never evolved. If you bought in big for the big 5th Ed refresh (relying on others for the edition!)? Exactly what encouragement have you had to expand your army since?<br /> <br /> OK, certain kits moving from Metal/Finecast to Plastic is some incentive. And it may have seen some take the initial plunge. But enough to really drive Dark Eldar sales? OK we’ll never know for sure, but I personally doubt it. Certainly I’m skeptical that a long term Dark Eldar player, if they had Wracks, Incubi and Mandrakes already would’ve bought more Just Because They’re Plastic Now.<br /> <br /> It’s an army strangled in its crib. Well, maybe not quite that dramatic but my words am not good today it seems, so please insert a less hyperbolic wording if you see fit.<br /> <br /> If it’s a low seller? <span class="glossaryitem" onmouseover='gp(50);'>GW</span> only have themselves to blame. From a wonky launch in 3rd Ed, with only a brief moment of glory before a rug pull in the next edition? What encouragement have they given Dark Eldar?<br /> <br /> So…yeah. If you’ve been beaten with the poopy stick for 28 years now? I get why you no longer care, and why you’re pissed off you no longer care.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Thinking again about potential new units and toys.<br /> <br /> I think sneaky, underhanded ways to stack the deck seem quite background accurate for Dark Eldar. And we’ve seen various incarnations of that sort of thing in other armies in other editions. For instance, radiation shenanigans from Skitarii Vanguard which lowered an enemy unit’s toughness, or Barbgaunts reducing enemy movement just from shooting.<br /> <br /> Dark Eldar could definitely work with things like that. And, done correctly? It could seriously reward cunning plays by softening up enemies, allowing Stock units like Wyches a chance to punch above their weight.<br /> <br /> I’m not sure inflicting permanent debuffs would work, for instance an acid vapour bomb reducing the target’s save by -1. But for a turn? Doesn’t seem like too much to keep track of. But even so, and not being at all familiar with how modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> actually plays in terms of who buffs what and for how long? An army which can strategically degrade your units to make them easier pickings could be a lot of fun to play. And for Dark Eldar could really help offset their own fragility.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another suggestion is reimagining the classic Phantasm Grenade. Lean into the hallucination angle. Perhaps a unit hit with one has to re-roll successful to-hit rolls in its next turn, both shooting and close combat, representing them picking the wrong target.<br /> <br /> Or perhaps Phantasms switch off enemy Buffs instead? Pinpoint synergy breaking to maximise your own offensive.<br /> <br /> Certainly I for one am quite entertained* by Dark Eldar having ways to make fights as one sided as possible, without necessarily making themselves harder. I feel that would keep some finesse to it, as you still need to pick your targets with care, and be in a position to really capitalise on it.<br /> <br /> *OK that’s actually pretty easy. Have you seen the utter drivel I willingly watch and then waffle about in the movie thread? Wots standards, precious?]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 07:59:14]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ You know what might actually really help Dark Eldar? The faction-specific objectives that have been mentioned. What if <span class="glossaryitem" onmouseover='gp(27);'>DE</span> just don't have to play the same game as everyone else? No more having to stand in the particular circles to win. At a basic level, how about raiding parties score <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> for capturing enemy models? Bonuses for capturing samples from each enemy unit on the table?<br /> <br /> "Meh, you space marine monkeighs enjoy standing in your circles. Meanwhile we'll just borrow your Brother Lucian here and spend a decade ripping his skin off... Toodles!"]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 09:08:14]]> GMT</pubDate>
				<author><![CDATA[ Crispy78]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813007.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Beastmasters could cover a number of sins.<br /> <br /> With the right mix of Exotic Beasties, they can potentially cover different gaps in a given army.<br /> <br /> Clawed Fiends for instance for mauling and tying up heavy infantry, Warp Beasts/Khymerae* for General Purpose Biting, and those Deth Burds I Can’t Recall The Name Of for bothering light infantry.<br /> <br /> And why not A Really Big Beast for Dreadnought Tipping? Because it’s funny watching their legs wiggle about when they’ve been knocked over. Probably.<br /> <br /> *Pretty sure that’s what they were called?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Hey, maybe a Barghesi? We now know what an ickle Barghesi looks like. How about a big ‘un? Really let the Beastmaster show off his mastery of lesser beings?<br /> <br /> Oooohhhhhhh….why not a Character Level Beastmaster for a geet big beasty? Just as a Wych can rise to Succubus (and the lower level, the name of which escapes me), why not Beastmasters?</div></blockquote><br /> <br /> I'd love to see a Beastmaster character with their pet Ambul (potentially wearing some pieces of oversized Dark Eldar armor?) <br /> <br /> Seriously though, there are three factions in the game where mercenaries/new species of some sort make any kind of sense. Chaos to a very limited extent. Tau for the relatively sane stuff. Dark Eldar for the really wacky stuff.   It's just a shame that all that wacky stuff was taken away. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813095.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><br /> Another suggestion is reimagining the classic Phantasm Grenade. Lean into the hallucination angle. Perhaps a unit hit with one has to re-roll successful to-hit rolls in its next turn, both shooting and close combat, representing them picking the wrong target.<br /> <br /> Or perhaps Phantasms switch off enemy Buffs instead? Pinpoint synergy breaking to maximise your own offensive.<br /> <br /> Certainly I for one am quite entertained* by Dark Eldar having ways to make fights as one sided as possible, without necessarily making themselves harder. I feel that would keep some finesse to it, as you still need to pick your targets with care, and be in a position to really capitalise on it.<br /> <br /> </div></blockquote><br /> <br /> If we are leaning into Phantasms being hallucinogenic, what if critical misses (to hit, or to wound?) instead caused a hit on the attacker's unit? This would buff the damage output of the Dark Eldar without actually making them strong/spam attacks themselves. ]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 09:27:32]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Are critical misses currently a thing? And how easy are they to avoid with a bit of re-roll.<br /> <br /> Open questions because I genuinely don’t know. 3rd Ed Heresy is super stingey on re-rolls (good thing!) but not sure if <span class="glossaryitem" onmouseover='gp(3);'>40K</span> has toned it down.<br /> <br /> But, despite my affirmed ignorance? I do think breaking synergies for a more effective Unit Bullying feels quite <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. Get them weakened and disoriented, then into the Big Bag Of Stuff. Even just “eat Phantasm, no more re-rolls for that unit” might prove effective, a way to degrade overall effectiveness, but that still requires a Cunning Plan to maximise on.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Maybe it’s just You Can’t <span class="glossaryitem" onmouseover='gp(707);'>CP</span> That Unit For Now.<br /> <br /> Tormentor Helms. Originally just a weedy Splinter Pistol worn at a jaunty angle which I <i>think</i> allowed the two weapon bonus despite double handed weapons.<br /> <br /> Are those doing something, anything again these days? If not, what should they be doing for you? I think perhaps something to increase Battleshock losses could be fun. Incubi deliver a heavenly kicking, Tormentor Helms exaggerate the mental impact, causing more to flee or be rendered catatonic and ready for collection? So, when combined with the other hypothetical shenanigans, even a modest squad of Incubi can overwhelm big units with greater ease.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And speaking of existing units which look great but are perhaps not very good?<br /> <br /> Mandrakes. Love love love the models. They look the part, and I like the flaming bogies. But are they bringing anything really useful to the table? If <span class="glossaryitem" onmouseover='gp(27);'>DE</span> did lean into isolating, debuffing and then annihilating a unit or two a turn, how should Mandrakes take part in that?]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 09:49:09]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813102.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Mandrakes. Love love love the models. They look the part, and I like the flaming bogies. But are they bringing anything really useful to the table? If <span class="glossaryitem" onmouseover='gp(27);'>DE</span> did lean into isolating, debuffing and then annihilating a unit or two a turn, how should Mandrakes take part in that?</div></blockquote><br /> <br /> Well they currently bring uppy-downy, which is pretty useful for the objective game. <span class="glossaryitem" onmouseover='gp(27);'>DE</span> admittedly aren't exactly short on "good objective units" - but I think most competitive lists take a unit or two.<br /> <br /> The problem with "isolating/debuffing/killing a unit a turn" is that other armies just skip to "kill 3 units a turn". No hassle. No faff. <br /> "If by your strategic genius the stars align you do as well as someone just facerolling" rarely works out.]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 11:58:08]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813102.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Are critical misses currently a thing? And how easy are they to avoid with a bit of re-roll.</div></blockquote><br /> The &quot;better&quot; way to implement something like that would be to do what the Cursed Blade subfaction did in 8th/9th and deal mortal wounds on a save of 6+. At least if we're talking about melee. <br /> <br /> Open questions because I genuinely don’t know. 3rd Ed Heresy is super stingey on re-rolls (good thing!) but not sure if <span class="glossaryitem" onmouseover='gp(3);'>40K</span> has toned it down.<br /> <br /> But, despite my affirmed ignorance? I do think breaking synergies for a more effective Unit Bullying feels quite <span class="glossaryitem" onmouseover='gp(27);'>DE</span>. Get them weakened and disoriented, then into the Big Bag Of Stuff. Even just “eat Phantasm, no more re-rolls for that unit” might prove effective, a way to degrade overall effectiveness, but that still requires a Cunning Plan to maximise on.</div></blockquote><br /> Splinter weapons in general are also sort of meant to be our equivalent of a toughness debuff.  We don't *actually* debuff T, but we bypass it meaning that our oppponents basically overpaid for any toughness beyond like 3.  Another reason poison should really work on units other than infantry; letting it comfortably work against mounted units, beasts, etc. helped the faction as a whole feel like we were &quot;cheating.&quot; Things like shardnets keeping enemies from falling back or haywires stun-locking enemy vehicles also did a lot to convey the feeling of drukhari being sadistic cheaters who paralyzed their food before they ate it. <br /> <br /> <blockquote class="uncited"><div><br /> Tormentor Helms. Originally just a weedy Splinter Pistol worn at a jaunty angle which I <i>think</i> allowed the two weapon bonus despite double handed weapons.<br /> <br /> Are those doing something, anything again these days? If not, what should they be doing for you? I think perhaps something to increase Battleshock losses could be fun. Incubi deliver a heavenly kicking, Tormentor Helms exaggerate the mental impact, causing more to flee or be rendered catatonic and ready for collection? So, when combined with the other hypothetical shenanigans, even a modest squad of Incubi can overwhelm big units with greater ease.</div></blockquote><br /> Right now, they cause battleshock in the fight phase. Which not only potentially leaves a unit unable to be buffed by strats but also generates a pain token for the drukhari player. It's nice when it works and captures the idea of a unit being thrown off their game by a salvo of unexpected gun hat blasts, but battleshock in general is an unreliable mechanic. <br /> <blockquote class="uncited"><div><br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And speaking of existing units which look great but are perhaps not very good?<br /> <br /> Mandrakes. Love love love the models. They look the part, and I like the flaming bogies. But are they bringing anything really useful to the table? If <span class="glossaryitem" onmouseover='gp(27);'>DE</span> did lean into isolating, debuffing and then annihilating a unit or two a turn, how should Mandrakes take part in that?</div></blockquote><br /> Mandrakes are pretty good as-is. They're our uppy-downy unit (although they have to pay a pain token to uppy at the moment), and they put out a respectable amount of offense both in shooting and melee. In a more thematic version of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with more customization, I'd love for them to get mechanics that give them buffs vs isolated enemies (possible rule for a &quot;shadow king&quot; unit?), but they're pretty useful as-is.  That's the case with most of our units, really.  Most of them have a decent use case; it's just that they aren't doing all the cool things you'd want/expect them to do. <br /> <br /> Veering quickly into wishlisting/complaining: <br /> <br /> Succubus &lt;- Is in this weird place where she's good at picking on a bunch of guardsmen all at once.  She has rules to make her hit harder into character units, but she's stuck at Damage 1 unless you take a specific enhancement in specific detachment. So what should be our most beatsticky generic <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> ends up having to bully mooks and non-beatstick characters rather than taking on real threats. Easily solveable if you get rid of <span class="glossaryitem" onmouseover='gp(818);'>NMNR</span> and just let her have some wargear options. Give her a loadout that's decent into <span class="glossaryitem" onmouseover='gp(95);'>meq</span>/<span class="glossaryitem" onmouseover='gp(95);'>meq</span> characters, a loadout that lets her show off by going monster/vehicle hunting, etc. All stuff she had in the past. <br /> <br /> Wyches &lt;- Are doing a little bit better in the codex than in the index.  I think I just miss the days of this unit being slightly more complicated, but that's not super friendly with 10th's approach to things. I miss being able to prevent fallbacks reliably with shardnets (instead of just doing mortal wounds when the unit falls back.) I miss being able to stun vehicles with haywire grenades, even if it's just a haywire grenade from the hekatrix. I miss being able to build the hekatrix as a mini-boss with a personal drug dispenser. It's kind of crazy how many special rules a unit of wyches lead by a succubus have, and how little flavor all those rules provide beyond &quot;being fast.&quot; and making them baseline competent in melee. Sometimes. <br /> <br /> Reavers &lt;- Are actually in a decent spot right now.  They're cheap enough to be scoring units. They can pack a decent gun for every 3 models.  <span class="glossaryitem" onmouseover='gp(50);'>GW</span> mostly fixed their fly-by attack by letting it work on more than just Normal moves. My small gripe with these guys is that they still just don't &quot;feel&quot; like the speed demons they used to be.  Back in the day, when these guys turbo boosted to deliver their fly-by attack, you could feel them gripping the handlebars as the velocity threatened to rip them off of their bikes.  Having the option to give up their shooting in order to move crazy fast and hti even harder with their fly-by attack would be nice. <br /> <br /> Hellions &lt;- Also actually in a good place, which is kind of rare for these guys. My big complaint is that they're mounted instead of infantry which can make it a little trickier than it should be to hide them behind a building and then pounce on the enemy. Just make them infantry instead of mounted so they can move through ruins. This would be inkeeping with how they're depicted in Gangs of Commorragh where they're slower but more agile than reavers. These guys should be comfortable stalking ruined towers, etc. <br /> <br /> Warriors &lt;- Could be worse.  The mandatory 10-man squads with a million weapons just feels a bit cumbersome to me.  I feel like there's a way to let these guys be 5-man squads with fewer weapon profiles without having to do wonky venom splitting stuff. I also miss being able to make the sybarite mildly scary. <br /> <br /> Archon &lt;- Is doing better post-codex, but I still miss all the esoteric gear. The soul trap is a good start, but give me clone fields, mounted options, maybe a webway awl that isn't just a strat in another detachment, etc. Also, I know the shadowfield is a classic, but I suspect most of us drukhari players would gladly trade in the 2++ for a 3++ if it just didn't go away as soon as you failed a save. Or if we can't have that, give us the 7th(?) edition version of the shadowfield where it didn't go away until the end of the phase that you failed a shadowfield save. <br /> <br /> Haemonculus &lt;- They made these guys assassin types, and it's weird. I feel like someone got the word &quot;scalpel&quot; in their head and just really liked the metaphor of a haemonculus using &quot;scalpel strikes&quot; to pluck out the character from the enemy squad, but it's a really odd interpretation of them. Or rather, the melee-enthusiast haemi would be *fine* if he were one of several options. Like, he'd be fine if we had marine levels of support where there are a half dozen different haemonculus datasheets to choose from.  I want my haemis to have esoteric wargear ala 5th edition (powerful one-shot weapons, debuffing weapons like mindphase gauntlets, hex rifles for sniping), and/or I want my haemonculus to be my apothecary, patching up the wounded and generating pain tokens. <br /> <br /> ------------------------<br /> And while I'm on a roll: <br /> <br /> Grotesques &lt;- Should be expensive, poorly armored, and meaty enough to be good despite that.  Give them a ton of wounds and a ton of attacks at high enough strength and damage that your opponent can't ignore them. Thing something along the lines of <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> abominants, but less sneaky and more beefy. And our apothecary haemonculus should be joined to them and patching them up. My complciated approach to these guys if we really don't want haemonculi leading them is to give them the option to become permanently battleshocked and forced to charge something in the charge phase, but their stats get way better once they &quot;go berzerk.&quot; <br /> <br /> Beast Packs: No more mixed units. Let the beasts run around as separate datasheets that each have their own job. Khymarae are the meat and potatoes: decent number of bodies with decent offense and decent invuln saves. Also, they regain lost models when the enemy fails battleshock around them for lore reasons. Razorwings have lots of wounds but meh offense and bad defense.  Their special rule makes the enemy bad at shooting other things while they have a swarm of birds nearby harassing them.  Clawed fiends are &quot;heavy hitters&quot; for their price, and their price should be kept reasonably low; an efficient threat but not a one-beast army. And then the beast master should be able to join any of those squads and provide some sort of buff. Maybe even just make the beast master necessary to pull off each beast unit's special rules. So razorwings honly interrupt enemy shooting with the beast master nearby, khymarae either hit harder or make better use of their defense with the beastmaster nearby, clawed fiends get some kind of long-bomb charge when the&nbsp;beast master is nearby, etc.<br /> <br /> The court: Break it up.  Medusae are battlefield camera aliens capturing the action from multiple angles (joined to various squads) and contribute some extra shooting. Lhameans either become character who can buff poisoned weapons to their squad or to any transport they're embarked on, or else you make a whole squad of lhameans with whacky poison weapons and just let them be a squad that wounds anything organic reliably and tosses around cool debuffs with poisonous braziers, etc. Sslyth get fleshed out to show off cool snake alien culture and serve as a relatively beefy unit for a lhamean or archon to hang with. Ur-ghuls probably get added to the beast pack menagerie, <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>. Let them hang out with the beast master and deny deepstrike or provide reaction moves because they smelled danger coming. ]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 14:18:48]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ If I’m interpreting correctly? It sounds like no <span class="glossaryitem" onmouseover='gp(27);'>DE</span> units outright suck. Each have their tricks and their toys.<br /> <br /> But, and here I think might be the problem? They don’t synergise terribly well.<br /> <br /> Now OK, for a species of selfish sadists perhaps that’s entirely on-brand. But it doesn’t feel right for a game where It Ain’t What You’ve Got It’s The Way That You Use It?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also also, looking to the future?<br /> <br /> What sort of Detachment Missions would you like to see?<br /> <br /> If Pain Tokens continue, I think hitting a given target number could be a fun objective. Represent the raiders at least having a terrific high off the back of it.]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 14:51:46]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813162.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>If I’m interpreting correctly? It sounds like no <span class="glossaryitem" onmouseover='gp(27);'>DE</span> units outright suck. Each have their tricks and their toys.<br /> <br /> But, and here I think might be the problem? They don’t synergise terribly well.<br /> <br /> Now OK, for a species of selfish sadists perhaps that’s entirely on-brand. But it doesn’t feel right for a game where It Ain’t What You’ve Got It’s The Way That You Use It?</div></blockquote><br /> <br /> I wouldn't say our units suck, and I'm not entirely sure I'd say they even lack synergy. A lot of our units hit hard or otherwise do their jobs well. The issue is more that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> seems to have decided that some units' jobs are more niche than you'd expect. I.e. a succubus's job is to kill guardsmen and maybe lieutenants but not captains. Mandrakes are good at harassment and doing objectives, but they aren't *particularly* good at scaring people or picking on isolated targets or assassinating characters. <br /> <br /> Our vehicles being the only ones to get *less* durable in 10th stinks, but that's kind of a separate discussion. <br /> <br /> As for synergy, we've got scourges that hand out the same <span class="glossaryitem" onmouseover='gp(6);'>AP</span> boosts as war walkers.  We've got venoms that let our warriors pull off a janky version of move-shoot-move.  You've got mostly kabalite units (and scourges) providing fire support while your mostly-melee cult units dive into close combat. I feel like that's about as much "synergy" as a lot of my armies have.  The biggest differences for drukhari are just that: <br /> A.) Our characters are extremely limited in which units they can join.  So a succubus provides plenty of buffs to the units she leads; it's just that that unit is only ever wyches. <br /> B.) We don't have a ton of character datasheets, so we only have a handful of buffs/synergies to choose from. <br /> C.) Many of our detachments do that thing where they only buff units of a certain subfaction. So if you field wyches outside of Spectacle of Spite, you really feel the lack of stat bonuses from combat drugs. If you play mandrakes outside of the Cartel, you really find yourself missing things like sustained hits. <br /> <br /> <br /> <blockquote class="uncited"><div><span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also also, looking to the future?<br /> <br /> What sort of Detachment Missions would you like to see?<br /> <br /> If Pain Tokens continue, I think hitting a given target number could be a fun objective. Represent the raiders at least having a terrific high off the back of it.</div></blockquote><br /> I think if Detachment Missions get faction-specific enough to factor in pain tokens, we might be in for a rough time; <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is going to struggle to balance that many bespoke missions.  I'm kind of hoping for a handful of "universal" missions like I described earlier. I.e., a sneaky mission, a fast mission, a durable mission, etc. ]]></description>
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				<pubDate><![CDATA[Tue, 31 Mar 2026 15:10:42]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I want to reply to a lot of folks, but I don't want to do massive multiquoting, so this might ve a mishmash.<br /> <br /> I agree that getting back what we lost is critical...  As in "We could get a massive drop of completely new stuff, but if Beasts, the Court and Grotesques don't return in some form, I'll still be disappointed no matter how good the new stuff is." And if ALL we got back was what we lost, I'd merely be content as opposed to happy or even satisfied.<br /> <br /> I've said before, I think Beasts might return via Killteam. I think the Court would also make a good Killteam, but unfortunately I think that Hand of the Archon (if they keep it) replaces the Court. If we DO get the Court, via Kill Team or not, it likely means that Hand of the Archon will disappear or be modified... Maybe they become available for Succubi and Haemonculae in addition to Archons, while the Court remains Archon-locked. They could rebox The Hand and call it Trueborn... Which would set up my dream scenario: Commorragh Kill Team.<br /> <br /> I'm not naive enough to think it'll actually happen, but even a single Commorragh box could be a game changer. Imagine a box with Blood Brides or Beasts vs. Haemoxocytes or Grotesques. Now imagine Commorragh terrain in the box. Now imagine that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gives us all four teams in the box. Best case scenario? All four teams split over two boxes with different Commorragh terrain in each.<br /> <br /> Now, I know it sounds crazy... But think about how they make it work: if the terrain was a Wych Cult Arena, literally every faction in the game has a reason to be there: either they've come willingly to test themselves in the Arena, or they've been captured in a Realspace Raid.<br /> <br /> I've complained that the current version of Killteam doesn't have Spec Ops... But Crusade rules can be applied to Killteam with a bit of a tweak.. And it would be close to what Spec Ops was.<br /> <br /> Let's talk characters: Urien is likely, and especially if we get Haemoxocytes, Grotesques or both, whether via Kill Team or otherwise. Kheradruakh was hinted at in the Mandrake lore and might be good bet too.<br /> <br /> If Sliscuss comes, he'll be like the Drukhari version of Yriel... As much Corsair as Aeldari/Drukhari. Wouldn't it be cool to field a mini Corsair detachment with Yriel and/or Slicuss and attach a mini detachment of Aeldari or Drukhari?<br /> <br /> Another impossible dream? Vect on a Tantalus based Dias that can be built as a standard Tantalus. I mean, I'll settle for him on a custom Ravager or Raider if I have to... Especially if we get a Tantalus as separate kit.<br /> <br /> Last impossible dream? A <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Warhammer Quest game that includes multiple Drukhari characters- whether actually set in Commorragh or not.<br /> <br /> I'd also like Ynarri Archons and Succubi being given Warlord capacity to facilitate Ynarri Crusade. If they have to be named, that's better than nothing. If we just get one, whether named or generic even that would be something.<br /> <br /> <br /> <br /> I think that the fact we've been capped to small releases justifies a big push like what we just saw with Craftworlds in 10th.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 01:05:59]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote class="uncited"><div> If we DO get the Court, via Kill Team or not, it likely means that Hand of the Archon will disappear or be modified...</div></blockquote><br /> Am I the only one who wouldn't particularly mind if the Hand went away?  I like the bird guy and the pseudo lhamean. The rest of the box just feels like a slightly different, incomplete warrior squad with a random wrack and wych mixed in.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 02:07:17]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813339.page"><b>Wyldhunt wrote:</b></a><br/><blockquote class="uncited"><div> If we DO get the Court, via Kill Team or not, it likely means that Hand of the Archon will disappear or be modified...</div></blockquote><br /> Am I the only one who wouldn't particularly mind if the Hand went away? .</div></blockquote><br /> <br /> Probably?<br /> Me personally?  I have no use for the squad.  But that doesn't mean I want it to get taken away from others.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 02:21:27]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Don't really see why the existence of the Court should impact on the Hand of the Archon at all. If <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are going to keep selling the kit, why would they scrap it?<br /> <br /> The thing is if there is a big <span class="glossaryitem" onmouseover='gp(27);'>DE</span> refresh, they are almost certainly going to bring out new Kabalites. Which would be more likely to impact on the Hand.<br /> <br /> A big refresh will almost certainly bring a bunch of extra characters. A Dracon has to have a reasonable chance of coming into existence. So multiple "bodyguard units" are not necesarilly redundant.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 09:20:03]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Tyel wrote:</cite>If <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are going to keep selling the kit, why would they scrap it?<br /> </div></blockquote><br /> <br /> Sorry, I can’t resist, so….<br /> <br /> <i>Gestures at Dark Eldar in general</i>.<br /> <br /> Normally I’d agree with you, but not when Dark Eldar have had kits removed in the past.<br /> <br /> But I’ll advocate for the Hand of the Archon models to be a specific unit within the army. Truebloods most likely, reflecting their higher status, and so able to fund dabbling in different disciplines etc.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 12:18:10]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813427.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Sorry, I can’t resist, so….<br /> <br /> <i>Gestures at Dark Eldar in general</i>.<br /> <br /> Normally I’d agree with you, but not when Dark Eldar have had kits removed in the past.<br /> <br /> But I’ll advocate for the Hand of the Archon models to be a specific unit within the army. Truebloods most likely, reflecting their higher status, and so able to fund dabbling in different disciplines etc.</div></blockquote><br /> <br /> If they stop selling the kit then its not going to be in the codex.<br /> <span class="glossaryitem" onmouseover='gp(303);'>FWIW</span> I don't think the drama of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is that they've lost stuff. Most armies have lost things due to range refreshes, no model no rules, and the purge of Finecast.<br /> The issue for <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is that nothing has been added. <span class="glossaryitem" onmouseover='gp(27);'>DE</span> have managed to gain two fliers and that's about it over 27 years.<br /> <br /> Ultimately the Hand of the Archon is just a <span class="glossaryitem" onmouseover='gp(809);'>KT</span> upgrade sprue. Are Kabalites but two can have some melee weapons, and one can have a shard carbine or stinger pistol instead of their basic rifle all that interesting? Not really. If they were going to do Trueborn, I'd hope for distinct kit that gives the minis a proper glowup over regular Kabalites.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 13:17:04]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Having seen <span class="glossaryitem" onmouseover='gp(50);'>GW</span> bring sisters and Squats back; update Craftworld, Necrons and Tyranids - its honestly high time that Dark Eldar got some attention.<br /> <br /> <br /> It feels like, at least Xenos wise, there's only Tau and Dark Eldar without big updates and Tau are newer than <span class="glossaryitem" onmouseover='gp(27);'>DE</span> and feel like they are in a solid spot right now. <br /> <br /> With Orks being in the boxed set we know they'll get a smashing load of new stuff. <br /> <br /> That said <span class="glossaryitem" onmouseover='gp(50);'>GW</span> did <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> when they had Necrons in the box<br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> did Craftworld (mostly) when Tyranids were in the box<br /> So we can cross fingers that Dark Eldar will sit in that same spot whilst Orks are in the box. ]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 13:25:39]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Tau's big update came in the form of a Kroot update. I know for both Kroot and Tau players alike, Kroot =/= Tau, but they do share a dex and are the same faction.<br /> <br /> Back to Drukhari: I hear speculation about updated Kabalites and Wyches all the time... And while I don't put that past <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, if it comes at the expense of anything else that the army actually NEEDS, it would be a HUGE mistake.<br /> <br /> Giving us new Kabalites instead of Grotesques, for example, would be the most tone-deaf own-goal in <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s history and will lead to a rage quit. It is a mistake to give us what we don't need at the expense of things we do need.<br /> <br /> Now might they give us everything we need AND update core units? Maybe... And if they did, I'd be okay I think. It would suck to have to replace the dozens of base troops I already have, but if the new ones are good, I'd probably do it. But everything else has to come with them in order for me to buy in.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 14:19:52]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11813443.page"><b>Tyel wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813427.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Sorry, I can’t resist, so….<br /> <br /> <i>Gestures at Dark Eldar in general</i>.<br /> <br /> Normally I’d agree with you, but not when Dark Eldar have had kits removed in the past.<br /> <br /> But I’ll advocate for the Hand of the Archon models to be a specific unit within the army. Truebloods most likely, reflecting their higher status, and so able to fund dabbling in different disciplines etc.</div></blockquote><br /> <br /> If they stop selling the kit then its not going to be in the codex.<br /> .</div></blockquote><br /> <br /> They don't need to stop selling the kit to exclude it from the Codex.  Ex: 1 of my Votann Kill Teams lacks <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules.]]></description>
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				<pubDate><![CDATA[Wed, 1 Apr 2026 14:24:56]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Okay, just read the goonhammer review of the crucible rules and it would let us put a Succubus on a Skyboard  or Jetbike... Which is pretty cool- the skyboard guy could be a Baron Sathonyx knock off. You can also take a winged Haemonculus that can lead Scourges- so I'll use that to create my Krethusa Scourge Queen conversion.<br /> <br /> Best part is that they're all generic, so I can Crusade with them. And the rules will work with 11th.]]></description>
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				<pubDate><![CDATA[Thu, 2 Apr 2026 04:16:30]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813460.page"><b>PenitentJake wrote:</b></a><br/>Tau's big update came in the form of a Kroot update. I know for both Kroot and Tau players alike, Kroot =/= Tau, but they do share a dex and are the same faction.<br /> <br /> Back to Drukhari: I hear speculation about updated Kabalites and Wyches all the time... And while I don't put that past <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, if it comes at the expense of anything else that the army actually NEEDS, it would be a HUGE mistake.<br /> <br /> Giving us new Kabalites instead of Grotesques, for example, would be the most tone-deaf own-goal in <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s history and will lead to a rage quit. It is a mistake to give us what we don't need at the expense of things we do need.<br /> <br /> Now might they give us everything we need AND update core units? Maybe... And if they did, I'd be okay I think. It would suck to have to replace the dozens of base troops I already have, but if the new ones are good, I'd probably do it. But everything else has to come with them in order for me to buy in.</div></blockquote><br /> <br /> Tau are in a good spot, similar to Orks they get something every edition, sometimes more substantial stuff, sometimes just a char. Personally I think there are either some Tau Fans at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> (unlike <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Fans) or Tau just sell pretty good. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Apr 2026 08:17:26]]> GMT</pubDate>
				<author><![CDATA[ Sgt. Cortez]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Yeah Tau and Orks have felt good for a while and Orks have honestly had several fairly good sized model additions with the speedfreaks and monster tamer blocks. <br /> <br /> There are certainly Tau fans at <span class="glossaryitem" onmouseover='gp(50);'>GW</span> - they were a very new army and yet for a while had a very large Forgeworld force including the biggest model <span class="glossaryitem" onmouseover='gp(50);'>GW</span> sold with the Manta. Meanwhile forces like Eldar had an extensive but fairly old range; whilst Necrons and Dark Eldar hada  literal handuful between them and Tyranids only had a slighly larger handful of models. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Apr 2026 08:24:49]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Nids were weird for a while.<br /> <br /> Rogue Trader was the original, with those glorious Gangly Warriors.<br /> <br /> 2nd Edition added what we might now call the classic look. Big vents on the back, the weapons we know and hopefully love.<br /> <br /> 3rd Edition then lost its tiny mind and decided to scrap the look of 2nd Ed, and instead lean heavily into the Xenomorph<br /> <br /> 4th or 5th, I dunno when exactly? They shifted back to the 2nd Ed aesthetic and there was much rejoicing.<br /> <br /> And every edition brought something new to the table, and updates. Usually a plasticification and a Huge Bug.<br /> <br /> 9th was of course The Big One. Lictors made scary again, and plastic for the first time. Von Ryan’s Leapers taking the old Lictor Brood role.<br /> <br /> Now, they of all armies really suffered under the old <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. Too much squeezed into Elites, and a wild across editions inconsistency in what was and wasn’t Troops. So despite being pretty well served range wise? They had the same fate as Craftworld Eldar - each Codex making certain builds Really Effing Powerful, and all others Pretty Naff.<br /> <br /> And so, like Craftworlders? Tyranid players, albeit to a lesser extent, gained an unfair reputation for being beardy.]]></description>
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				<pubDate><![CDATA[Thu, 2 Apr 2026 08:53:30]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ 3rd edition was honestly like they gave the whole range to two different designers and let them go wild. Which kind of fits as the plastic and metal designs were quite different<br /> <br /> Cause you got things like the Hive Tyrant, Carnifex and Ravenors that looked really odd and quite different with their huge jaws and exposed teeth.<br /> <br /> Then alongside you got warriors and gaunts in plastic that honestly have lasted the test of time. Even the updated versions of them are just refinements on a very popular design. <br /> <br /> 4th edition brought the metals into line the popular plastics and since then its been evolution (eg the old Hive Tyrant used to be part plastic and metal but now its all plastic along basically the same design). <br /> <br /> <br /> I'd say the current wave of Tyranids took those designs and made them a LOT more animated in pose. We got long tails back on the ravenors; we got whippy tails on the gaunts; hormagaunts are dancing about etc.... Lots of fantastic animation to the models. <br /> <br /> So yeah Tyranids did have a longish spell of not getting many models but they did have solid plastics at that stage.<br /> <br /> <br /> <br /> Where Tyranids have lost is mostly in things like multi-build models being whittled down. I still expect to see no new generic Carnfiex kit one day and instead 4 or 5 separate ones like the Screamer Killer. Not sure what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are doing with Warriors - feels like there were plans for a new kit or a combined one with wings and then just nothing really. That or <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are waiting to do several separate plastic warrior kits (one close combat; one ranged; one wings)]]></description>
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				<pubDate><![CDATA[Thu, 2 Apr 2026 09:36:33]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11813443.page"><b>Tyel wrote:</b></a><br/>[<br /> Ultimately the Hand of the Archon is just a <span class="glossaryitem" onmouseover='gp(809);'>KT</span> upgrade sprue. Are Kabalites but two can have some melee weapons, and one can have a shard carbine or stinger pistol instead of their basic rifle all that interesting? Not really. If they were going to do Trueborn, I'd hope for distinct kit that gives the minis a proper glowup over regular Kabalites.</div></blockquote><br /> To clarify, I'm not out here actively hoping the hand of the archon goes away.  I've just been really underwhelmed by them.  When they came out, I was excited about the possibility of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> introducing something new and cool or else providing some snazzy updates for older kits (like the did later on with mandrakes).  But then you look at the back of the box, and the Hand is just like, 6 pretty standard kabalites, the bird guy from the voidscarred box, a random wrack, a random wych, and the pseudo lhamean.  <br /> <br /> It felt like they couldn't be bothered to come up with something more coherent but also knew they weren't going to be supporting kabals, covens, and cults in their own boxes, so they just... tossed a wrack and a wych in with some kabalites. <br /> <br /> And then when the codex came out, we lost grotesques and beasts and the court, but not the hand. And the hand is <i>fine</i>, but it has a million profiles to resolve like a lot of the <span class="glossaryitem" onmouseover='gp(809);'>KT</span> units that come to <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and its role isn't super obvious, and I kind of wish they'd just sold the pseudo-lhamean as a character instead... The unit just feels very confused and very much like a half-hearted compromise between various other concepts rather than a strong concept in its own right.  And now it's in the codex not because it meshes super well with the army as a whole but because the <span class="glossaryitem" onmouseover='gp(809);'>KT</span> box exists so they might as well include it. <br /> <br /> If they'd taken it a step further and made it a real hodgepodge of specialists like the "adventuring party" from the first path of the dark eldar book, I'd probably like it more even if it would almost certainly be even more of a hodgepodge. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Apr 2026 21:00:15]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813804.page"><b>Wyldhunt wrote:</b></a><br/><br /> And then when the codex came out, we lost grotesques and beasts and the court, but not the hand.  </div></blockquote><br /> <br /> Found them!  <a href="https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf" target="_blank" rel="nofollow">https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf</a>]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 03:06:15]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ One of the thoughts I've had about the unit is that the painting could really change the look of the unit. So for example, the Wrack equivalent is painted in the unit's scheme, rather than the scheme of the Coven that created him. Ditto on the Wych. The other issue is they are 0-1; if they were 0-3 instead, you could make the unit more "your dudes."<br /> But even the painting of 1 of each changes the dynamic of the unit in a narrative context: is the Archon holding a prized Wrack and Wych Champion hostage to control their Haemonculus/ Succubus? Are they spying on the Archon through membership in his hand?<br /> <br /> As for roles, I think that with their Lethal/ Precise/ Anti-Infantry 3 means that you try to execute infantry characters using your scout move and a Raider if you need it. They have limited utility for their other role: an OC buff combined with an invul and a damage reduction ability sounds like it would be something, but the Invul is only 5+ and T3, 1W... Not great.<br /> <br /> Now, Crusading them up is interesting. Personally, I'd rather make a regular Kabalite unit Trueborn- the +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is better used on a unit with Blaster and Lance weapons. When the Hand does Assassination, they want to AVOID Blaster and Lance weapons so that as many shots as possible get Precision. From a role-playing perspective, that's interesting too, right? The Hand is supposed to be a privileged unit, and privilege tends to go to Trueborn. Maybe the Archon is afraid Trueborn are too ambitious to serve as the Hand.<br /> <br /> It should also be noted that they also aren't a great fit for the Kabalite Cartel detachment because it is redundant with their pain ability.<br /> <br /> There are a few Battle Honours that are nice: there are the pain abilities: Inescapable (No Cover), Razor's Edge (Sustained Hits) and Drawn to Suffering (+1 to hit vs. injured unit). Additionally, Fueled by Anguish lets them use a Pain Token without spending it once per game. <br /> <br /> I tend to let a unit's battlefield actions decide which Battle Honour it gets... So if I destroy a unit in cover during a game where I level, I'd take inescapable; if the unit generates 2+ Pain tokens I'd take Fueled by Anguish; if I destroy a wounded unit, Drawn by Suffering and if score more than one shooting hit than per model in my unit 3 or more times in a game, Sustained Hits. Now, you can only get two Battle Honors unless you burn 3RP to make the unit Legendary... And I wouldn't bother. I'd save Legendary status  for the same regular Kabalite unit I use as Trueborn (which counts as a Battle Honour).]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 04:08:33]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite><br /> 2nd Edition added what we might now call the classic look. Big vents on the back, the weapons we know and hopefully love.<br /> <br /> 3rd Edition then lost its tiny mind and decided to scrap the look of 2nd Ed, and instead lean heavily into the Xenomorph.</div></blockquote><br /> <br /> I don't think you can claim 3rd leaned more into Xenomorph... here's a 2nd ed hormagaunt:<br /> <br /> <img src="https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi.ebayimg.com%2Fimages%2Fg%2Fpo0AAOSwCuFoWcH-%2Fs-l500.png&f=1&nofb=1&ipt=a08f439ed93bba749b9ca445ccad4ef819b51d35a18a96a1c631abadac8c88c9" border="0" /><br /> <br /> and here's a 3rd ed hormagaunt:<br /> <br /> <img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhY9VpKPuRoGCN0Nw5MlpWf1XNO6nKTgYhzqWTm64Cz17th6kEctnpAHZO0Xw_Q_0jQmR3trPHorYJtchFclpN1oRjP98dOCV21514tHNh67TgoNefb3xhSkdhdNHFdkHdrnKJkGkPO29Y/s1600/Plastic_Hormagaunt.jpeg" border="0" /><br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1628bc470e0cbbd1ce537d119082130d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813653.page"><b>Overread wrote:</b></a><br/>3rd edition was honestly like they gave the whole range to two different designers and let them go wild. Which kind of fits as the plastic and metal designs were quite different</div></blockquote><br /> <br /> Jes Goodwin did the plastics, basing the look on his own design sketches.<br /> Mark Bedford did the metals, basing their look on god knows what... <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 07:09:16]]> GMT</pubDate>
				<author><![CDATA[ Lovejoy]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813615.page"><b>PenitentJake wrote:</b></a><br/>Okay, just read the goonhammer review of the crucible rules and it would let us put a Succubus on a Skyboard  or Jetbike... Which is pretty cool- the skyboard guy could be a Baron Sathonyx knock off. You can also take a winged Haemonculus that can lead Scourges- so I'll use that to create my Krethusa Scourge Queen conversion.</div></blockquote><br /> <br /> Except it's not actually a Succubus or a Haemonculus. It's a pretend-Succubus or a homunculus-Haemonculus. <br /> <br /> Point being, they don't actually interact with any of the existing Succubus/Haemonculus rules. <br /> <br /> Because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is still terrified of giving customisation to actual characters and so instead they let people play a dress-up game and give a wargear option to a mannequin that, in the right light, looks a little like an actual character. Until you try to interact with it, at which point you realise it's just a cardboard cut-out. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 12:05:14]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/63559742ee5a01d1257b3d3593c8e97d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813840.page"><b>Lovejoy wrote:</b></a><br/><blockquote><div><cite>Mad Doc Grotsnik wrote:</cite><br /> 2nd Edition added what we might now call the classic look. Big vents on the back, the weapons we know and hopefully love.<br /> <br /> 3rd Edition then lost its tiny mind and decided to scrap the look of 2nd Ed, and instead lean heavily into the Xenomorph.</div></blockquote><br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1628bc470e0cbbd1ce537d119082130d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813653.page"><b>Overread wrote:</b></a><br/>3rd edition was honestly like they gave the whole range to two different designers and let them go wild. Which kind of fits as the plastic and metal designs were quite different</div></blockquote><br /> <br /> Jes Goodwin did the plastics, basing the look on his own design sketches.<br /> Mark Bedford did the metals, basing their look on god knows what... <br /> <br /> </div></blockquote><br /> <br /> One of the 3rd ed design ethos <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> was to lean into the “absorb and use DNA” design space.  Biovores were orcish, zoenthropes eldar, hive guard marines, etc.  but you also had the “core” tyranids with 3 limbs, vents, etc.  ended up with a hot mess of an army aesthetics.<br /> <br /> They stepped away from that in later revisions, and just went with a core design philosophy.]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 12:18:06]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Honestly I felt like that only really was apparent on the model in the biovore. The zoanthrope and Hive Guard never really looked like Eldar nor Marines; it was more fluff background - and even then more "Imperial Guesswork/Science" than actual "this is solid fact from the Tyranids perspective" <br /> <br /> Biovore always had that more orkish element to it and was the ugly duckling for ages until the current revised version. <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 12:43:01]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1628bc470e0cbbd1ce537d119082130d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813892.page"><b>Overread wrote:</b></a><br/>Honestly I felt like that only really was apparent on the model in the biovore. The zoanthrope and Hive Guard never really looked like Eldar nor Marines; it was more fluff background - and even then more "Imperial Guesswork/Science" than actual "this is solid fact from the Tyranids perspective" <br /> <br /> Biovore always had that more orkish element to it and was the ugly duckling for ages until the current revised version. <br /> </div></blockquote><br /> <br /> Ugly ducking?!  You take that back.  They are full of charm and rose colored nostalgia!<br /> <br /> <a href="https://www.dakkadakka.com/gallery/1069048-Biovore%2C%20Spore%20Mine%2C%20bio%20and%20spore.html" target="_new" rel="nofollow">&lt;blows spore mines vaguely in your direction&gt;</a><br /> <br /> Not a fan of the latest one.  But get it’s a subjective topic.  I should rebase my old metal ones to have something a bit closer to a modern footprint.]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 13:12:07]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I know one 3d print designer was going to do a custom base for the old bios to bulk out the base to fit the new size. Like giving it a staging platform/ridges and such to hide in; but sadly it didn't come to be and they've been out of sculpting for a bit ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 13:19:19]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I do prefer the modern Tyrant Guard. They look the part of, essentially, living bulwarks. Even if the Lashwhip and Bonesword arms look daft on them.<br /> <br /> But back on Dark Eldars. <br /> <br /> I really, really hope 11th is their time in the sun. Craftworlders pretty much just need Karandras back, and perhaps an update to the Falcon, which is definitely one of the oldest models still in production, if not outright the oldest.<br /> <br /> So time for their naughty, more devil may care kin to get an upgrade.<br /> <br /> I don’t know what exactly, but I think Scourges could use some kind of extreme body modification stable mates. Not Wracks, who aren’t necessarily willing. But regular Commorites who’ve paid to have their bodies altered to allow them to truly indulge some sickening pursuit or other.<br /> <br /> I mean, if you can remain elegant and lovely despite having wings added and your bones hollowed out? What else can the Haemonculi do for the right price? What is the limit? Is there even such a thing provided you’ve got the coin?]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 13:30:38]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ As I said earlier, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are running out of Xenos to work on. Necrons, Tyranids and Orks are all recent big launch updates. The don't need any big model updates - a few yes but they can tick over for ages. <br /> <br /> Tau, Genestealer Cults and Votann all feel in comfortable spots model wise. Sure room on all 3 for new shiny things or updated, but nothing is screaming out (esp since Tau got the Kroot update)<br /> <br /> <br /> Even on the Imperial side, ignoring marines; the <span class="glossaryitem" onmouseover='gp(121);'>SoB</span>, Mechanicus and Imperial Guard are all in good spots - <span class="glossaryitem" onmouseover='gp(69);'>IG</span> keep getting micro sub-group updates that are all pretty chunky. <br /> <br /> <br /> <br /> Honestly the biggest risk to <span class="glossaryitem" onmouseover='gp(27);'>DE</span> getting a update is Chaos. Because of the 4 army split and the range split between different games; <span class="glossaryitem" onmouseover='gp(50);'>GW</span> are now sitting on 4 Chaos Demon armies with a good chunk old/shared models on the demon side. The question will be if getting those updated and separate from <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> is more or less important than getting <span class="glossaryitem" onmouseover='gp(27);'>DE</span> updated. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 13:52:34]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/818421/11813828.page"><b><span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fefbacf8b8d505fb260123f415b49bdd.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813804.page"><b>Wyldhunt wrote:</b></a><br/><br /> And then when the codex came out, we lost grotesques and beasts and the court, but not the hand.  </div></blockquote><br /> <br /> Found them!  <a href="https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf" target="_blank" rel="nofollow">https://assets.warhammer-community.com/eng_22-10_wh40k_faction-pack_drukhari-6uxdycfi7j-maudf7cqmp.pdf</a></div></blockquote><br /> Yeah. Still feels like a slight though. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813907.page"><b>Mad Doc Grotsnik wrote:</b></a><br/><br /> I don’t know what exactly, but I think Scourges could use some kind of extreme body modification stable mates. Not Wracks, who aren’t necessarily willing. But regular Commorites who’ve paid to have their bodies altered to allow them to truly indulge some sickening pursuit or other.<br /> <br /> I mean, if you can remain elegant and lovely despite having wings added and your bones hollowed out? What else can the Haemonculi do for the right price? What is the limit? Is there even such a thing provided you’ve got the coin?</div></blockquote><br /> <br /> Well, the obvious unit for extreme body mods previously were grotesques. Not necessarily "normal drukhari", and certainly no longer, "elegant and lovely," but they *were* kind of our mad science abomination unit. <br /> <br /> But if we're wishlisting, I like the idea of drukhari comparable to imperial assassins who basically act as troubleshooters for covens in exchange for combat body mods.  This could also be a good way to fill the sniper niche that is kind of absent from our roster. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 16:11:33]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I can certainly see a “Haemonculus Special” being of appeal. One off special jobs, perhaps created to flex their creativity, but ultimately intended to be expendable. And that is your Assassin Class.<br /> <br /> Perhaps, to pinch ideas from Dark Eldar and the Callidus Temple? One normally secreted within a Kabalite unit. And when the time is right? Pumped full of Stims, possibly up to a Hulkalike rapid embiggening as it tears off in search of its prey?]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 17:30:32]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813966.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>I can certainly see a “Haemonculus Special” being of appeal. One off special jobs, perhaps created to flex their creativity, but ultimately intended to be expendable. And that is your Assassin Class.<br /> <br /> Perhaps, to pinch ideas from Dark Eldar and the Callidus Temple? One normally secreted within a Kabalite unit. And when the time is right? Pumped full of Stims, possibly up to a Hulkalike rapid embiggening as it tears off in search of its prey?</div></blockquote><br /> <br /> Hidden in a unit, pumped full of <strike>mushrooms</strike> combat drugs, given a giant unwieldy weapon, and set loose to wreck havoc on the battlefield?  Night Goblins did it best.]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 17:47:46]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ But, Dark Eldar can do it in <i>style</i>.<br /> <br /> And, as the great PTerry once wrote?<br /> <br /> Style. That’s what people remember.]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 17:52:41]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55b4f23109bb4f5979f77edc0c9a96ba.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813886.page"><b>vipoid wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813615.page"><b>PenitentJake wrote:</b></a><br/>Okay, just read the goonhammer review of the crucible rules and it would let us put a Succubus on a Skyboard  or Jetbike... Which is pretty cool- the skyboard guy could be a Baron Sathonyx knock off. You can also take a winged Haemonculus that can lead Scourges- so I'll use that to create my Krethusa Scourge Queen conversion.</div></blockquote><br /> <br /> Except it's not actually a Succubus or a Haemonculus. It's a pretend-Succubus or a homunculus-Haemonculus. <br /> <br /> Point being, they don't actually interact with any of the existing Succubus/Haemonculus rules. <br /> <br /> Because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is still terrified of giving customisation to actual characters and so instead they let people play a dress-up game and give a wargear option to a mannequin that, in the right light, looks a little like an actual character. Until you try to interact with it, at which point you realise it's just a cardboard cut-out. </div></blockquote><br /> <br /> Could you clarify? I'm not really sure what you mean- I don't have the full rules yet- I caved in and ordered a copy of Maelstrom knowing I can use it in 11th, but I don't get it til Monday at the earliest.<br /> <br /> So do you mean:<br /> <br /> A) the Crucible building process involves stripping datacard abilities or other abilities from the character before adding the special tweak grom the Crucible rules<br /> B) 10th hollowed out the profiles so badly that giving them bikes or boards doesn't really matter since you don't like the base unit<br /> C) the unit's base abilities don't modify to the new unit type so that, while preserved, they become irrelevant when the upgrade applies <br /> D) since these are "add-on" rules from a supplement, many pick-up opponents and tournaments won't use them<br /> <br /> Of these four, I think A) would probably be the most egregious "own-goal" error, and C) would be a clumsy but typical oversight.<br /> <br /> B) isn't untrue, and I get where you're coming from; they took a lot of steps to make the Archon a bit more flexible in 10th, but the Succubus and Haemonculus could use similar updating... But while valid, this complaint doesn't make me any less interested in trying these rules- a base, no matter how much we may wish it had more options does still benefit from having at least one option restored.<br /> <br /> If it's D), again the point is valid (unless Crucible becomes a core Crusade rule in 11th), but it doesn't affect me because I'm generally not playing pick-up games with strangers- similar to complaints about units being moved to Legends... A valid concern, but one that's mitigated by controlling who you play with and where.]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 18:02:02]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c76dd013460c28f01bced6a14f0d9b65.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813977.page"><b>PenitentJake wrote:</b></a><br/><br /> Could you clarify? I'm not really sure what you mean- I don't have the full rules yet- I caved in and ordered a copy of Maelstrom knowing I can use it in 11th, but I don't get it til Monday at the earliest.<br /> <br /> So do you mean:<br /> <br /> A) the Crucible building process involves stripping datacard abilities or other abilities from the character before adding the special tweak grom the Crucible rules<br /> B) 10th hollowed out the profiles so badly that giving them bikes or boards doesn't really matter since you don't like the base unit<br /> C) the unit's base abilities don't modify to the new unit type so that, while preserved, they become irrelevant when the upgrade applies <br /> D) since these are "add-on" rules from a supplement, many pick-up opponents and tournaments won't use them<br /> <br /> Of these four, I think A) would probably be the most egregious "own-goal" error, and C) would be a clumsy but typical oversight.<br /> <br /> B) isn't untrue, and I get where you're coming from; they took a lot of steps to make the Archon a bit more flexible in 10th, but the Succubus and Haemonculus could use similar updating... But while valid, this complaint doesn't make me any less interested in trying these rules- a base, no matter how much we may wish it had more options does still benefit from having at least one option restored.<br /> <br /> If it's D), again the point is valid (unless Crucible becomes a core Crusade rule in 11th), but it doesn't affect me because I'm generally not playing pick-up games with strangers- similar to complaints about units being moved to Legends... A valid concern, but one that's mitigated by controlling who you play with and where.</div></blockquote><br /> <br /> Sure, happy to elaborate:<br /> <br /> Crucible does not provide upgrades for the Archon, Succubus or Haemonculus.<br /> <br /> Instead, it has upgrade rules for:<br /> <br />  - Arch-Tormentor (succubus equivalent)<br />  - Flesh Crafter (Haemonculus equivalent)<br /> <br /> There's no inherent Archon equivalent. However, you can give the Arch-Tormentor the Kabal Keyword instead of the Wych keyword by trading the ability to take wings/skyboard/jetbike. Because of course.  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> Regardless, the point is that the Flesh Crafter (while clearly the Haemonculus-equivalent) is not called a Haemonculus and nor does it have the Haemonculus keyword. Thus, as far as the game is concerned, it's not a Haemonculus. It can't take any Haemonculus Enhancements, it can't be affected by any stratagems or abilities that target a Haemonculus. <br /> <br /> So, for example, you can't use the Postmortality stratagem to revive the Flesh Crafter because it's not actually a Haemonculus and the stratagem can only affect a Haemonculus. <br /> <br /> Similarly, even if you make the Arch-Tormentor a pseudo-Archon, you won't be able to use them for the Warlord in a Kabal Cartel army. Because, again, the core stratagem requires an Archon and the character isn't actually an Archon. <br /> <br /> This is why I call them pretend characters.  <img src="/s/i/a/2d02b2a257db456c87907c8cd3a46cc0.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 19:18:33]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Dare I ask how the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Crucible Options compare to those of other armies?<br /> <br /> Don’t worry. I’m fully braced for disappointment.]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 19:23:50]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11813994.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>Dare I ask how the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Crucible Options compare to those of other armies?<br /> <br /> Don’t worry. I’m fully braced for disappointment.</div></blockquote><br /> <br /> You probably won't be all that surprised to hear that I find them largely underwhelming. <br /> <br /> Given that other armies get 3 base characters, I'm not at all clear why the Archon-equivalent is only available by spending your sole specialism of the Arch-Tormentor. <br /> <br /> Beyond that, I don't consider any of the Abilities particularly exciting. A few are probably alright but all of them have the feel of 'we spent all out time on the more important factions and there's only five minutes left 'till the deadline so just write anything down. Sustained Hits is good, right? Everyone likes Sustained Hits. And, uh, maybe when they consolidate they can, uh, they can consolidate <i>a bit more.</i> Right.'  <img src="/s/i/a/1283123f8f457630e6d6e616f324c2d6.gif" border="0"> <br /> <br /> You do have the option of giving the Arch-Tormentor a jetbike, wings or a skyboard. However, when the trade-off is that they don't actually count as the relevant characters and can't take any Enhancements, it feels rather hollow. <br /> <br /> A fact not helped by the weapon selection. You might think, for example, that a Scourge-Lord would have have no issue taking a Blaster or Heat Lance. Nope. Sorry, those are only permitted if you take a Jetbike. Anything else and you get to pick between a Shardcarbine and a Splinter Rifle. Truly an awe-inspiring selection. And doubly hilarious as the Archon used to be able to take an actual Blaster without needing a vehicle but clearly that's too much to ask. Fine for other factions to get heavy weapons and death rays but our characters can't even get a decend mid-range Assault weapon.  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> So in summary these rules are perfectly in keeping with the philosophy of 10th Edition and the treatment of <span class="glossaryitem" onmouseover='gp(27);'>DE</span> as a faction.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Apr 2026 22:22:50]]> GMT</pubDate>
				<author><![CDATA[ vipoid]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ A body mod unit with 4 arms each like the haemonculi guys have would be neat. Some kind of dark spider cult muse that think striking scorpions and warp spiders are emulating insects in such a nerdy boring way.<br /> <br /> Why not become an infiltrating spider with style ]]></description>
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				<pubDate><![CDATA[Sat, 4 Apr 2026 00:35:11]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ I did wonder about modifications for a snake body, but that might be a bit close to the <span class="glossaryitem" onmouseover='gp(769);'>DoK</span>.]]></description>
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				<pubDate><![CDATA[Sat, 4 Apr 2026 18:54:22]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/818421/11814021.page"><b>Hellebore wrote:</b></a><br/>A body mod unit with 4 arms each like the haemonculi guys have would be neat. Some kind of dark spider cult muse that think striking scorpions and warp spiders are emulating insects in such a nerdy boring way.<br /> <br /> Why not become an infiltrating spider with style </div></blockquote><br /> <br /> By all rights, Kheradruakh has dibs on the four-arms look, but I'd be here for generally uncanny/weird body plan coven units. ]]></description>
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				<pubDate><![CDATA[Sat, 4 Apr 2026 19:25:30]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Maybe centauroid, but with spidery lower limbs, externally bladed of course. I can imagine that being useful for scuttling up Towers to find someone to kill?]]></description>
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				<pubDate><![CDATA[Sat, 4 Apr 2026 20:17:40]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ Wow- thanks for the elaboration. It's unfortunate that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can come up with such a good concept and drop the ball so completely when it comes to execution. I'm still going to pick up the book- I've already committed. I may have to use these rules as a base and house-rule some fixes... We'll see. I do eventually plan to own all of those Corsair units... Though I'm not sold on Huron Blackheart. The models are great, but he doesn't fit into my narrative which leans toward Slaanesh.<br /> <br /> At least knowing in advance, I can mitigate my reactions to crucible.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Apr 2026 23:11:59]]> GMT</pubDate>
				<author><![CDATA[ PenitentJake]]></author>
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				<title>Does GW even care about Dark Eldar/Drukhari?</title>
				<description><![CDATA[ To quote a previously prolific poster, "<span class="glossaryitem" onmouseover='gp(50);'>GW</span> never miss an opportunity to miss an opportunity"<br /> <br /> Which, in the case of something like Crucible, is a real shame - are there really any crazy combos that would be enabled by giving the Arch-Tormentor or the Flesh Crafter the appropriate keywords for their type? Why not provide an Archon-equivalent for a third character type? Such simple things...]]></description>
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				<pubDate><![CDATA[Thu, 9 Apr 2026 07:11:36]]> GMT</pubDate>
				<author><![CDATA[ Dysartes]]></author>
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