MANDRAKES

InfiltrationRecon
KILL GRADE [9]
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What to Know

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

Unusual Shooting
Dirgemaw: Horrifying scream [Seek Light]
Unusual Melee
Firefight Ploy: Shadow’s Bite: defender strikes first when charged
Super Conceal
Out of Order Movement
Strategic Ploy: Creeping Horror: free Dash after enemy activation if in shadow.Operative: Haunting Focus: interrupt opponent's activation to activate first.
Activation Manipulation
Operative: MANDRAKE NIGHTFIEND: Harrowing Whispers: prevent enemy activation with D6 rollOperative: MANDRAKE DIRGEMAW: Haunting Focus: interrupt enemy activation
APL Modifiers
MANDRAKE DIRGEMAW: Horrifying scream [Stun]MANDRAKE CHOOSER OF THE FLESH: Soul Harvest: +1 APL to friendly operative
Bitter Demise
Operative: Soul Harvest: Spend points for APL or wounds when incapacitated.
Block Rerolls
Damage Reduction
Operative: Oubliex: ignore damage on 5+ dice rollOperative: Balefre: reduce enemy ranged damage by 1

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.

Rules Commentary

Q:
How does the Soulstrike weapon rule interact with rules that allow your opponent to retain defence dice results of 5+ as critical successes (e.g. **ANGEL OF DEATH** Hardy Chapter Tactic), or retain results of a specific number as a success (e.g. **ELUCIDIAN STARSTRIDER** Armoured Bodysuit)?
A:
The Soulstrike weapon rule takes precedence. For example, even with the Hardy Chapter Tactic, a 5 would be a fail not a critical success for that **ANGEL OF DEATH** operative, as it’s higher than their APL stat (3).