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Do not offer them gold, they do not come for riches. Do not offer them surrender, they do not come for
victory. Offer them nothing, they come only for your souls.
Mirror of Spite
Oblivion Thorns
These strange constructs are rarely traded by the Children of Thorns and the Imperium should be
thankful for that. What uses the twisted minds of the Dark Eldar put these horrific creations are best not
contemplated, but unscrupulous humans have used Oblivion Thorns as an efficient and terrifying tool
of assassination. Oblivion Thorns appear as a fist-sized tightly-wound ball of thorny black vines
composed of a strange material that at times appears to be metal, stone, or even plant matter. When
inert, the vines are fairly brittle and small pieces can be snapped off, if one does not mind sustaining
nasty puncture wounds or has proper hand protection; however, when activated an Oblivion Thorn
takes on the density and hardness of adamantium. An inert piece of Oblivion Thorn snapped off can be
hurled producing a dangerous effect as it explodes into millions of mono-molecular strands, but its
more dangerous use by far is when it is activated by an application of a strange toxin (usually sold with
the Oblivion Thorn).
Once activated the ball of vines not only hardens, but also begins to levitate as well as doubling
in size and pulling in a shroud of shadows over it. If, at the moment of activation, even a merest drop of
blood, strand of hair, tissue sample, or piece of fingernail is placed on the Oblivion Thorn it will fly off
relentlessly seeking the unwitting donor of the sample. Once the Oblivion Thorn finds its target it
attempts to envelop the victim in a shroud of thorns and crush it utterly. It does not rest or stop unless
destroyed first or the target is utterly out of its reach (such as being in a different star system), and it is
not clear how it is able to track its target across vast distances. Bizarrely, despite the extremely painful
and visually terrifying way it dispatches its target the Oblivion Thorn does not leave behind a single
biological trace of the victim, although its gear remains relatively intact. What some of its owners do
not realize is that if any of their biological sample gets on the Oblivion Thorn (such as when snapping
off a piece of it), that sample will likely stay on it, and so when the alien construct is activated it will
assume its erstwhile owner is the new target. This is one aspect of the artifact that a Dark Eldar Pact
Maker will gleefully forget to mention during the negotiations.
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Movement: 3/6/9/18
Wounds: 12
Skills: Awareness (Per) +10, Concealment (Ag) +10, Dodge (Ag) +10, Silent Move (Ag) +10
Talents: Combat Master, Furious Assault,
Traits: Scrawny Size, Regeneration, Brutal Charge, Hoverer (5), Machine (5), Strange Physiology,
Unnatural Senses, Crushing Vines, Shroud of Shadows, Endless Pursuit
Armour: All locations 5
Weapons: Thorn Slam (melee, 1d10+4 R, pen 5, Snare, Tearing)
Crushing Vines: When an Oblivion Thorn successfully immobilizes its opponent using Snare weapon
ability it can immediately make a free Grapple attack. In addition, all Opposed Strength Tests to resist
Oblivion Thorn's grapple attacks suffer -10 penalty, as do the Break Free, Slip Free, and Take
Control actions (Rogue Trader Core Rulebook, page 240). An Oblivion Thorn only uses Damage
Opponent action (Rogue Trader Core Rulebook, page 240) in a grapple and deals its Thorn Slam
damage on a successful Opposed Strength Test. A victim which suffers 10 Critical Damage or more
from Oblivion Thorn's grapple attack is destroyed utterly, no biological trace of it remains behind.
Shroud of Shadows: Oblivion Thorn gains a +10 bonus to Concealment and Silent Move in areas with
Shadow and Darkness lighting.
Endless Pursuit: Oblivion Thorn is always aware of the exact position of its designated target,
regardless of lighting, cover, Concealment, or other special conditions (such as certain Psychic and
Sorcery powers).
Prison of Woes
Special Rules:
Hail of Splinters: when fired on Fully Automatic, splinter weapons gain the Tearing quality owing to
their sheer volume of fire.
Combat Blades: Splinter Rifles and Shardcarbines usually come equipped with vicious mono-edged
blades meaning it can be used in close combat as a mono spear and can be used to parry.
*Variable Penetration: The Penetration value of Liquifier should be rolled for each hit individually.
Unless the victim has a sealed helmet or the equivalent, any Critical injury caused by a Liquifier
permanently blinds the target and inflict 2d10 points of Fellowship damage in addition to any other
Damage or Critical Effects the attack inflicts.
Phage-Toxins: A living creature wounded by the Liquifier must pass a Hard (-20) Toughness Test or
immediately suffer 2d10 wounds not reduced by Armour or Toughness.
Terrorfex Grenade
A Terrorfex grenade is created from twisted wraithbone charged with fear and pain of the Dark Eldars'
many victims. It is used just like a normal grenade and has a blast radius of 5 metres. Instead of
inflicting Damage, all non-Dark Eldar targets caught in the blast must pass a Hard (-20) Willpower Test
and suffer the effects of a failed Fear Test on a failure. Creatures with Machine, Daemon, From
Beyond, and Fearless Talents and Traits as well as any other immunities to Fear or psychic attacks are
immune to this effect. Creatures that gain resistance to Fear or psychic attacks gain these bonuses
against the Terrorfex grenade.
Power From Pain (New Trait)
Whenever a character with this Trait deals at least 1 point of damage (after damage being reduced by
Armour and Toughness) to a living opponent (not including characters with Machine or Daemonic
Traits) with a melee or unarmed attack, this character can immediately make an additional melee or
unarmed attack using the same bonuses or penalties as the original attack, or move up to his Full Move
without provoking an attack. This benefit can be gained only once per round. In addition, if a character
with this Trait kills a living opponent (as defined above) with a melee or unarmed attack, this character
immediately gains the benefits of Fearless and Furious Assault Talents for the duration of combat.
Whenever a character with this Trait suffers Critical Damage Effect that causes a Stun effect, the
duration of Stun is reduced by 1 to a minimum of 0.
Thorn-Broker
A Thorn-Broker is a human intermediary working for the Children of Thorns a deadly and shadowy
Eldar faction. Though he lives in abject fear of his alien masters, a Thorn-Broker feels innately superior
to other humans, entitled as he is by the attentions of his masters, the secrets and the lore he possesses.
Even though he is an intermediary himself, a Thorn-Broker prefers to be contacted through a network
of lesser agents and dupes. Before he deigns to meet with a potential client, he will gather as much
information on the client, his needs and desires, and means and pass this information on to his dark
masters. A Thorn-Broker is rarely encountered without bodyguards and will never allow himself or
herself to be captured, for he knows his alien masters will either find a way to punish him or those
close to him. A Challenging (+0) Forbidden Lore (Xenos) test or Difficult (-10) Inquiry or
Streetwise test is required to contact a Thorn-Broker's network or attract the attention of a Thorn-
Broker. A Thorn-Broker or one of his or her agents can usually be found on Footfall, Hermitage Station
of Passage or several settled worlds within the Expanse.
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Movement: 3/6/9/18
Wounds: 11
Skills: Awareness (Per), Common Lore (Expanse, Imperium) (Int), Charm (Fel), Chem-use (Int), Speak
Language (Low Gothic, broken Eldar), Deceive (Fel), Forbidden Lore (Xenos) (Int), Scrutiny (Per)
Talents: Pistol Weapon Training (Las, SP), Melee Weapon Training (Primitive), Jaded, Paranoid, Peer
(Criminal)
Armour: Xeno Mesh Armour (Arms 3, Body 3, Legs 3)
Weapons: Mono-edged knife (1d5+3 R; Pen 2), either a hand cannon (30m; S/-/-; 1d10+4; Pen 2; Clip
5; Reload 2Full) or a Good-quality Laspistol with Overcharge Pack (30m; S/-/- 1d10+3 E; Pen 0; Clip
15; Rld Full; Reliable)
Gear: 2 clips for hand cannon or 2 Overcharged packs for laspistol, hand vox, micro-bead, rebreather,
non-descript voidsman or colonist clothing, local currency, data slate, retainers or bodyguards (use
Hired Gun profile from Rogue Trader Core Rulebook, page 370)
Pact Maker
His smile gleams in the darkness, he appears out of the shadows with barely a hint of movement, in the
upturned palm the alien offers one's heart's desire. He is an emissary of the Children of Thorns, his
deals more insidious than his poisons and deadlier than his blade. A Pact Maker is authorized by the
Mother of Shadows to offer humans exquisite drugs and poisons, strange artefacts and weapons,
information, services of alien assassins and mercenaries, but all too often his gifts carry in them the
seeds of one's destruction. A Pact Maker never makes the initial contact himself, instead working
through layers of intermediaries and Thorn-Brokers, and his price is always terrible and designed to
create and spread as much pain and misery as possible.
Thorn Mercenary
As shadows of twilight lengthen, a thin discordant keening can be heard, and a powerful wind begins to
blow. Like the splinters of their favoured weapons the Children of Thorns appear on the winds of night
as a cloud of midnight-black blades, striking impossibly fast. Their hosts are as graceful as they are
deadly, every swing of a blade or pull of a trigger is designed to inflict maximum damage and fear on
their hapless targets. Despite being clad in finely articulated barbed and hooked carapace armour no
speed and mobility is sacrificed as they leap from their anti-grav skiffs such is their training and
inhuman agility. The Kabal Warriors of Children of Thorns prefer to strike fast, put down withering
cover fire as they hurl Terrorfex grenades to sow terror and confusion, and then engage in melee so that
they can feed on the enemy's pain up close. They do not leave enemy survivors willingly, and prefer to
carry away as many prisoners as possible. Some of the survivors note that the Children of Thorns will
go to any length to recover the bodies and gear of their fallen. Disturbingly, some Rogue Traders and
pirate lords have made dreadful deals with the Children of Thorns, and the Eldar warriors can be found
fighting as mercenaries beside the unscrupulous humans.
Essential Components
Shadow Fins, Command Bridge, Xenos Life Sustainer, Xenos Crew Quarters, Xenos Sensor Array
Supplemental Components
Prow Darklight Cannon Battery: (Macrobattery; Strength 5; Damage 1d10+2; Crit Rating 4; Range
6). The Darklight las batteries of Dark Eldar are capable of firing almost continuously, landing precise
hit after hit on the enemy.
Prow Phantom Lance: (Lance; Strength 1; Damage 1d10+5; Crit Rating 2; Range 6). The Dark Eldar
pulsar lances use dark energy to rip through the enemy hulls. When a Phantom Lance scores a hit, roll
to hit again, applying the same bonuses and penalties. A pulsar hit can score up to two total hits when
fired.
Shadowfield: Dark Eldar ships employ strange illusion-projecting shadow fields instead of energy
shields, that mask the ship's location and any details about the ship. It is exceedingly difficult to
pinpoint a Dark Eldar ship's location, speed, and heading, allowing the Dark Eldar to both set up
ambushes with supreme ease and to cut and run after a raid. All attacks made against a ship with a
functioning Shadowfield suffer -40 to any Test to hit in addition to any other potentially damaging
manoeuvres (such as a ramming, or the initial Pilot Test in Hit and Run attacks). Macrobatteries only
suffer a -20 penalty to hit. Ships also suffer -30 to any attempts to use any Extended Action against a
Dark Eldar ship with Shadowfields that involves Detection (such as Lock on Target or Focused
Augury).
Mimic Engine: Many Dark Eldar ships carry this strange device that uses the ship's Shadowfields to
change the ship's appearance to that of another ship. The illusion must be that of a ship of the same
class and/or general size (a frigate can appear as a frigate, raider, or some transports of another race, but
not a cruiser or a small assault craft, or a natural formation such as an asteroid). A Dark Eldar ship with
a Mimic Engine further than 15 VUs can automatically appear as a different ship; a Dark Eldar ship
with a Mimic Engine within 15 VUs still appears as a different ship, but the opponent can test
Perception+Detection (at -30 as per Shadowfield component description) to detect the ruse. Obviously
if another ship attempts to hail the disguised Eldar ship they may grow suspicious if met with silence or
inappropriate response.
Other Supplemental Components: Slave pens, torture chambers, combat arenas, strange shrines,
poison and toxin breweries