Mandrakes are shadow-warping assassins who excel at hit-and-run tactics, using their unique SHADOW PASSAGE ability to teleport across the battlefield and SOULSTRIKE weapons that bypass conventional defenses by targeting enemy life force directly.
Core Abilities
Faction Rules
- SOULSTRIKE: Defence dice succeed if equal to or less than target's APL, fail otherwise.
- SHADOW PASSAGE: Once per turn, reposition a Mandrake within shadow, avoiding enemies and actions.
- UMBRAL ENTITIES: Ignore Piercing when shot, and improve Save by 1 when within shadow.
- WITHIN SHADOW: Operative is within shadow near heavy terrain, vantage terrain, or shadow portals.
Strategic Ploys
- CREEPING HORROR: Free Dash for Mandrake operative within Shadow after enemy activation.
- GLOAMING SHROUD: Retain one defence dice as success when shot within Shadow.
- BLADE IN THE DARK: Mandrake operative can Charge with Conceal order within Shadow.
- INESCAPABLE NIGHTMARE: Reroll one attack dice when fighting or shooting within Shadow.
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
Equipment
- CHAIN SNARE: Prevents enemy fall back on 4+ roll if alone in control range.
- SHADOW GLYPH: Concealed operative in cover cannot be targeted except within 2".
- SOUL GEM: Adds Blast 1" to baleblast weapon once per turning point.
- BONE DARTS: Once per turning point, use silent ranged weapon with rending.