Unleash the Mandrakes! This 9-op team (1 Nightfiend + 8 specialists) is a fast, shadow-dwelling nightmare. With 7" Move, they strike from darkness using SHADOW PASSAGE to teleport and WITHIN SHADOW for +1 Save. Favor melee with lethal blades, but their unique SOULSTRIKE rule makes shooting deadly against high-APL targets. They're fragile (5+ Save, 8-9 Wounds) but masters of hit-and-run, using ploys like Blade in the Dark to charge from concealment. Control the shadows, harvest souls, and vanish before your foe can react!
Core Abilities
Faction Rules
- SHADOW PASSAGE: Once per turn, reposition a Mandrake within Shadow without moving, cannot shoot or fight until next turn.
- SOULSTRIKE: Defence dice success based on target's APL, 1 is critical success, 6 is always fail.
- UMBRAL ENTITIES: Ignore Piercing when shooting Mandrakes, Mandrakes in Shadow get +1 to Save.
- WITHIN SHADOW: Defined as near Heavy terrain, under Vantage terrain, or near a Shadow Portal.
Strategic Ploys
- Creeping Horror: Mandrake with Conceal can free Dash within Shadow after enemy activation.
- Gloaming Shroud: Retain one defence die as success when Mandrake in Shadow is shot.
- Blade in the Dark: Mandrake with Conceal can Charge if starting or ending in Shadow.
- Inescapable Nightmare: Reroll one attack die when Mandrake in Shadow is attacking or retaliating.
Firefight Ploys
- Slither Out Of Sight: Change Mandrake order to Conceal after activation
- Soul Feast: Regain wounds equal to APL times damage dice
- Nowhere To Hide: Move through terrain during activation
- Shadow's Bite: Defender resolves first attack dice in fight
Equipment
- Chain Snare: Prevents enemy Fall Back action on a dice roll
- Shadow Glyph: Makes operative untargetable while concealed in cover
- Soul Gem: Adds Blast 1" to baleblast weapons once per turning point
- Bone Darts: Provides a silent, rending ranged weapon once per turning point