{ "tweet": "Unleash the Mandrakes! This 9-operative team of shadowy Aeldari stalkers excels in melee ambushes from darkness. With 7" movement and save 5, they're fast but fragile - until they're WITHIN SHADOW where they become save 4! Their unique Soulstrike weapons bypass armor by targeting enemy APL instead. Teleport across the board with Shadow Passage, charge from concealment with Blade in the Dark, and strike fear with their shadow-based tricks. Master the darkness and watch your enemies vanish!" }
Core Abilities
Faction Rules
- Shadow Passage: Once per turn, reposition a Mandrake within Shadow without moving, with restrictions.
- Soulstrike: Weapon hits based on target's APL; 1s are criticals, 6s are fails.
- Umbral Entities: Ignore Piercing when shot; Mandrakes in Shadow gain +1 Save.
- Within Shadow: Defines conditions for being within Shadow, such as near terrain or markers.
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 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 dice roll
- Shadow Glyph: Makes operative untargetable while concealed in cover
- Soul Gem: Adds Blast 1" to baleblast weapon once per turn
- Bone Darts: Provides silent, rending ranged weapon once per turn