Mandrakes kt21
The Mandrakes can be found in Aelindrach, a region of Commorragh. Literally fallen into shadow, it is one of the several districts of Commorragh that exists in more than one dimension at once. In Aelindrach, shadows thicken and writhe as living things, flowing into one another and attempting to capture those that venture into the district.
It is in Aelindrach that Mandrakes and Shaderavens make their lairs. Rumour has it that somewhere in Aelindrach lies a portal to a world where shade-daemons exist who can freeze the soul with but a touch.
Mandrake Nightfiend
APL
2
MOVE
3⬤
SAVE
6+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
Huskblade (Lethal 5+, Stun) | 5 | 2+ | 4/6 |
ACTIONS
Shadow Passage (1 AP)
ABILITIES
Harrowing Whispers
Oubliex
Shadow
*Soulstrike
Umbral Entities
MANDRAKE, AELDARI, DRUKHARI, LEADER, NIGHTFIEND
Mandrake Shadeweaver
APL
2
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
ACTIONS
Open Shadow Portal (2 AP)
Shadow Passage (1 AP)
Weave Darkness (1 AP)
ABILITIES
Shadow
Shadow Portal
*Soulstrike
Umbral Entities
MANDRAKE, AELDARI, DRUKHARI, SHADEWEAVER
Mandrake Dirgemaw
APL
2
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
Horrifying Scream (Rng ⬟, Indirect, *Soulstrike, MW2, Stun) | 5 | 2+ | 2/2 |
Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
ACTIONS
Pareidolic Projection (1 AP)
Shadow Passage (1 AP)
ABILITIES
Haunting Focus
Shadow
*Soulstrike
Umbral Entities
MANDRAKE, AELDARI, DRUKHARI, DIRGEMAW
Mandrake Chooser Of The Flesh
APL
2
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
Baleblade (Brutal, Lethal 5+, Reap 2) | 4 | 3+ | 5/6 |
ACTIONS
Shadow Passage (1 AP)
ABILITIES
Part Collector
Soul Harvest
Shadow
*Soulstrike
Umbral Entities
MANDRAKE, AELDARI, DRUKHARI, CHOOSER OF THE FLESH
Mandrake Abyssal
APL
2
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Balesurge | |||
- Blast (Blast ⬤, *Soulstrike) | 5 | 3+ | 3/4 |
- Burn (Lethal 5+, Soulstrike) | 5 | 3+ | 3/4 |
Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
ACTIONS
Shadow Passage (1 AP)
Wreath In Balefire (1 AP)
ABILITIES
Balefire
Shadow
*Soulstrike
Umbral Entities
MANDRAKE, AELDARI, DRUKHARI, ABYSSAL
Mandrake Warrior
APL
2
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
ACTIONS
Shadow Passage (1 AP)
ABILITIES
Shadow
*Soulstrike
Shadow Warrior
Umbral Entities
MANDRAKE, AELDARI, DRUKHARI, WARRIOR
Strategic Ploys
Blade In The Dark
Creeping Horror
Gloaming Shroud
Inescapable Nightmare
Firefight Ploys
Nowhere To Hide
Shadow's Bite
Soul Feast
Slither Out of Sight
Equipment
Chain Snare
Chain Snare: While only one enemy operative is within Engagement Range of this operative, that enemy operative is Snared. Each time a snared enemy operative would perform the Fall Back action, roll 1D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is Injured. On a 4+, that enemy operative cannot perform that action, but no AP are subtracted.
Haunting Projection*
Haunting Projection (1 AP): Select one objective marker within ⬟ of this operative. Until the end of the battle, when determining control of that objective marker, if this operative is in the kill zone, treat enemy operatives' total APL as being 1 less. This operative can only perform this action once.
Shadow Glyph
Shadow Glyph: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
Spectral Essence
Spectral Essence: Each time this operative performs the Dash action, it can move an additional ▲ for that action.
Soul Gem
Soul Gem: Select a Baleblast the operative is equipped with. That weapon gains the Blast ▲ special rule for the battle.
Bone Darts
Name | A | BS | D |
---|---|---|---|
Bone Darts | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Lim, Silent |
Rare Equipment
Spirit Syphon
Spirit Syphon: Each time this operative incapacitates an enemy operative, you can select one friendly MANDRAKE operative within ⬟ of this operative to regain a number of lost Wounds equal to the incapacitated operative's APL.
Mirror Of Miseries
Mirror Of Miseries: Each time this operative incapacitates an enemy operative, you can select one other enemy operative within ◼ of the incapacitated operative to suffer a number of Mortal Wounds equal to the incapacitated operative's APL.
Nightmare Doll
Nightmare Doll (1 AP): Select one enemy operative Visible To this operative. Until the end of the battle, each time this operative's activation ends, that enemy operative suffers 1 Mortal Wound, or 1D3 Mortal Wounds if it is within ⬟ of this operative. This operative can only perform this action once, and cannot perform it while within Engagement Range of any other enemy operatives.
Malevolent Visage
Malevolent Visage: Once during each of this operative's activations, you can select one enemy operative Visible to it. Until the start of this operative's next activation or until this operative is incapacitated (whichever comes first), if no other enemy operatives are within Engagement Range of this operative, your opponent cannot re-roll Attack or Defence dice for the enemy operative you selected.
Shroud-Glyph
Shroud-Glyph: Defence Dice automatically retained for this operative as a result of Cover and the Gloaming Shroud Strategic Ploy are critical saves.
Murderer's Blade
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Mandrakes
Death From Darkness
- If a friendly MANDRAKE operative is activated within Shadow, performs the Charge action, incapacitates an enemy operative in combat, and ends that activation within Shadow, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Shadow's Reach
Reveal this TacOp in the Target Reveal step of any Turning Point.
- At the end of any Turning Point, if friendly MANDRAKE operatives control a terrain feature wholly within you opponent's territory that has any parts with the Heavy trait, you score 1 VP.
- If you achieve the first condition with a different terrain feature at the end of any subsequent Turning Points, you score 1 VP.
Haunting Manifestation
- At the end of any Turning Point(excluding the fourth), if a friendly MANDRAKE operative is Visible To and within ◼ of that enemy operative, you score 1 VP.
- If you achieve the first condition, and at the end of the battle that enemy operative has not been incapacitated, you score 1 VP.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP