Mandymans
Common Abilities and Options
Shadow Passage:
Once per turning point, one friendly MANDRAKE operative WITHIN SHADOW can use a SHADOW PASSAGE when it performs the reposition action.
If it does, do not move it. Instead, remove it from the killzone and set it back up WITHIN SHADOW.
When you set it back up it cannot:
- Be within control range of an enemy operative.
- Be a valid target for an enemy operative.
- Perform the shoot or fight action until the start of the next turning point.
*Soulstrike:
Successful defence dice are determined differently. Each result that is equal to or less than the target's APL stat is a success and is retained.
Each result that is higher than the target's APL stat is a fail and is discarded.
Each result of a 1 is always a critical success. Each other success is a normal success. Each result of 6 is always a fail.
Umbral Entities:
Whenever an operative is shooting a friendly MANDRAKE operative, ignore the Piercing weapon rule. Whenever a friendly MANDRAKE operative is WITHIN SHADOW, improve its Save stat by 1.
Within Shadow:
An operative is WITHIN SHADOW if any of the following are true:
- It is within 1" of Heavy Terrain that is not lower than it.
- Any part of its base is underneath Vantage terrain.
- A Shadow Portal marker is within its control range (See SHADEWEAVER operative).
Shadow Warrior:
Whenever this operative is WITHIN SHADOW, add 1 to the critical damage stat of its Glimmersteel Blade.
Operatives
1. Bhrazhenne Arakeo
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Huskblade (Lethal 5+, Shock) | 5 | 3+ | 4/6 |
Abilities
Harrowing WhispersOubliexShadow Passage*SoulstrikeUmbral EntitiesWithin Shadow2. Lohzatyhs Aesvaesh
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Baleblade (Brutal, Lethal 5+) | 4 | 3+ | 5/6 |
Abilities
Part CollectorSoul HarvestShadow Passage*SoulstrikeUmbral EntitiesWithin Shadow3. Lohzamirenne Guranaehr
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Balesurge | |||
| Blast (Blast 2", *Soulstrike) | 5 | 3+ | 3/4 |
| Burn (Lethal 5+, *Soulstrike) | 5 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
BalefireShadow Passage*SoulstrikeUmbral EntitiesWithin Shadow1AP: Wreathe In Balefire4. Mehamaque Teradove
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Horrifying Scream (Rng 6", Dev 2, Seek Light, Stun, *Soulstrike) | 5 | 2+ | 2/2 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Haunting FocusShadow Passage*SoulstrikeUmbral EntitiesWithin Shadow1AP: Pareidolic Projection5. Baesteque Khelmirenne
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Shadow PassageShadow Portal*SoulstrikeUmbral EntitiesWithin Shadow1AP: Weave Darkness6. Yrasque Or'irizar
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow7. Ezirtihr Aezovaesh
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow8. Ohzazaehn Gae'entarin
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow9. Garabros Ezstra
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Baleblast (*Soulstrike) | 4 | 3+ | 3/4 |
| Glimmersteel Blade (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin ShadowEquipment
Bone Darts
Once per turning point, a friendly MANDRAKE operative can use the following ranged weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Bone Dart | 4 | 3+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Rending, Silent |
Chain Snare
Whenever an enemy operative would perform the Fall Back action while within control range of a friendly MANDRAKE operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll 2D6, or 1D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy cannot perform that action during that activation or counteraction (No AP are spent on it), and you cannot use this rule again during this turning point.
Shadow Glyph
Once per turning point, when a friendly MANDRAKE operative is activated WITHIN SHADOW, you can use this rule. If you do, until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Point) except being within 2".
Soul Gem
Once per turning point, when a friendly MANDRAKE operative is performing the Shoot action and you select a Baleblast, you can use this rule. If you do, until the end of that action, that weapon has the Blast 1" rule.
Ploys
Blade in the Dark
Strategy PloyEach friendly MANDRAKE operative can perform the Charge action while it has a Conceal order if it starts or ends that action WITHIN SHADOW.
Creeping Horror
Strategy PloyAfter each enemy operative's activation, before the next operative is activated, you can perform a free Dash action with one friendly MANDRAKE operative that has a Conceal order if it starts and ends that action WITHIN SHADOW. You cannot use this ploy during the first turning point, and each friendly operative can only be selected for this ploy once per turning point.
Gloaming Shroud
Strategy PloyWhenever an operative is shooting a friendly MANDRAKE operative that is WITHIN SHADOW, you can retain one of your defence dice as a normal success without rolling it (In addition to a cover save, if any).
Inescapable Nightmare
Strategy PloyWhenever a friendly MANDRAKE operative is shooting, fighting or retaliating, if it is WITHIN SHADOW you can re-roll one of your attack dice.
Nowhere to Hide
Firefight PloyUse this firefight ploy during a friendly MANDRAKE operative's activation, when it performs an action in which it moves. Until the end of that activation, that operative can move through parts of terrain features as if they were not there, but it cannot move more than its Move stat if it’s the Charge action and must end those moves in a location it can be placed.
Shadow's Bite
Firefight PloyUse this firefight ploy when an enemy operative performs the Fight action in an activation in which it has performed the Charge action, and selects a friendly MANDRAKE operative WITHIN SHADOW to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker).
Soul Feast
Firefight PloyUse this firefight ploy when a friendly MANDRAKE operative is shooting against, fighting against or retaliating against an enemy operative within 6" of it, at the end of the Resolve Attack Dice Step. That friendly operative regains a number of lost wounds equal to that enemy operative's APL stat, multiplied by the number of your attack dice that inflicted damage during that sequence. Excess attack dice are ignore (i.e, if the enemy operative is incapacitated before remaining attack dice are resolved).
You cannot use this ploy if that friendly MANDRAKE operative is incapacitated.
Slither Out Of Sight
Firefight PloyUse this firefight ploy at the end of any operative's activation. Select one friendly MANDRAKE operative that has an Engage order and is WITHIN SHADOW. Change that operative's order to Conceal.
Tac Ops
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.