I saw this on the Dark Eldar Facebook group. I don't know how true it is but thought I'd share it. Courtesy of Maciej Machowicz.
[8ED SPOILERS]
Everything was written from the memory so mistakes could been made
I've just read our index. I've got few observations to share.
tl;dl it seems really balanced with every unit viable but without any really big power boost.
-First of all we have to wait for the proper Codex, becouse it's just the basics. Minimum special rules for the units and without any special items except weapons.
-Forget what you know about points values. almost everything have a different cost maybe except Venoms.
-Vehicles with 10+ wounds and being less likely to blow up should really benefit our faction.
-FNP is like in 7th game turn based.
1: 6+ inv
2:reroll run/charge
3:+1to hit but CC only
4:immune to battleshock
5: -1LD bubble for the opponent
-Combat drugs are about the same, but with +2 mov and +2 LD
-Poison - no suprises there, 4+/6+ against vehicles.
-Coven units have 5++
-Basic movement value for our infantry, including covenites seems to be 7'' Riders are faster than Venoms.
Units:
-Archon would be a cheap HQ filler. Even Bestmaster is more expensive O_o and new huskblade is a joke. His special boost is just use my LD or whatever.
-Haemonculus give +1t bubble but only for coven units.
-Succub seems about the same, I forget what she gives cult units, rerolls maybe. Archite Glaive is now +2s but -1 to hit
-Court are similiar I think to what we had in 7th.
-Warriors are 7 points.
-wyches are similiar but with 'no escape' rule.
-Incubi got reasonable price and the mandrakes seems really good
With nice shooting attack, 5++ and Deep strike.
-beasts are looking interesting, high attack values and movement. Beastmaster let them use his LD and give to hit rerolls.
-Reavers are about twice as costly O_o Got second wound but losses all interesting abilities. Caltrops now activates only when the opponent is running away. Meh! Their turboboost is just straight 24'' now.
-Scourges are cheap and have that no scatter Deep Strike.
Haywire now damages vehicles on 4+ and deal 1 bonus mortal wound or D3 if you roll 6 to wound.
-Wracks and grots are about the same as they were. I was hoping on some more wounds for the G-Unit
Haemoculus seems mandatory for the +1t now.
-Rider cost about two 7th ed Riders O_o you can mix passengers now (except Incubi) All have 5++.
-Ravager is now the same price as a Rider.
-Venoms should be gold. -1 to hit for the opponent and still you got this 5++. Obvoius upgrade for the splinter cannon is now free I think
-Flyers with more wounds seems really good now, But they are just -1 to hit for ground units. Minimum movement is 20'' now. Maximum depends on wounds left.
The Bomb is generating D6s for every model Voidraven will fly over (3d6 for monsters/vehicles) maximum is 10 dice. Then they will deal mortal wounds on 4+
-Taloi are cheaper but nerfed with only 6t/6s
got 8'' movement but now could explode. The blast deals mortal wounds so can easly damage other taloi. Of course they got more wounds now.
-Cronos is more expensive than Talos and give no buffs I think. He is the damage dealer now.