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
Nightfiend
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Baleblast (*Soulstrike)
4
3+
3/4
Huskblade (Lethal 5+, Shock)
5
3+
4/6
Abilities
Harrowing WhispersOubliexShadow Passage*SoulstrikeUmbral EntitiesWithin Shadow

Harrowing Whispers: Whenever your opponent would activate an enemy operative within 6" of this operative, you can roll one die (you cannot do so if you already interrupted that operative's activation with this rule or the DIRGEMAW operative’s Haunting Focus additional rule during this turning point). If the result is higher than the enemy operative's APL stat, they cannot activate it during this activation. If there are no other enemy operatives eligible to be activated, this rule has no effect.

Oubliex: Whenever this operative is readied, or if this operative incapacitates an enemy with its huskblade, its Oubliex becomes active. Whenever its oubliex is active and an attack dice would inflict damage on this operative, you can roll one d6, on a 5+ ignore the damage inflicted from that attack dice and the oubliex is no longer active.

MANDRAKE, AELDARI, DRUKHARI, LEADER, NIGHTFIEND
2. Lohzatyhs Aesvaesh
Chooser Of The Flesh
A 2
M 7"
S 5+
W 8/8
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 Shadow

Part Collector: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, inflict 2D3 damage on that enemy operative before it moves.

Soul Harvest: Whenever an enemy operative is incapacitated as a result of this operative's Part Collector rule or Baleblade, you gain 1 Soul Harvest point, or 2 if the enemy operative had an APL stat of 3 or more. Whenever a friendly MANDRAKE operative is activated, you can spend 1 of your Soul Harvest points to either add 1 to its APL stat until the end of the battle, or to have it regain 2D3 lost wounds. Note you can spend your Soul Harvest points even if this operative is incapacitated.

MANDRAKE, AELDARI, DRUKHARI, CHOOSER OF THE FLESH
3. Lohzamirenne Guranaehr
Abyssal
A 2
M 7"
S 5+
W 8/8
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 Balefire

Balefire: Whenever a friendly MANDRAKE operative is shooting an enemy operative that has one of your Balefire tokens add 1 to both DMG stats of that friendly operative's ranged weapons and they have the Saturate weapon rule. Whenever an operative is shooting a friendly MANDRAKE operative that has one of your Balefire tokens, subtract 1 from both DMG stats of that operative's ranged weapons (to a minimum of 1).

Wreathe In Balefire (1AP): Select one operative visible to this operative that does not have one of your Balefire tokens. Until the start of this operative's next activation, until it is incapacitated, or until it performs this action again (Whichever comes first), that selected operative gains one of your Balefire tokens.

This operative cannot perform this action while within control range of an enemy operative.

MANDRAKE, AELDARI, DRUKHARI, ABYSSAL
4. Mehamaque Teradove
Dirgemaw
A 2
M 7"
S 5+
W 8/8
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 Projection

Haunting Focus: Select one enemy operative. Until the ready step of the next strategy phase, it gains your Haunting Focus token. The next time your opponent would activate an enemy operative that has your Haunting Focus token, if this operative is ready, you can activate this operative first (you cannot do so if you also rolled to prevent that operative's activation with the NIGHTFIEND operative's Harrowing Whispers additional rule during this Turning Point). If you do, during that activation, this operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this is not possible, the activation is cancelled). After completing this operative's activation, your opponent activates that enemy operative (if possible), or activates a different enemy operative if they can't.

Pareidolic Projection (1AP): Select one enemy operative that is a valid target for this operative or is WITHIN SHADOW. Until the start of this operative's next activation, until it is incapacitated, or until it performs this action again (whichever comes first), worsen the HIT stat of that enemy operative's weapons by 1 and subtract 2" from its Move stat (these are not cumulative with being injured).

MANDRAKE, AELDARI, DRUKHARI, DIRGEMAW
5. Baesteque Khelmirenne
Shadeweaver
A 2
M 7"
S 5+
W 8/8
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 Darkness

Shadow Portal: Whenever this operative performs the Reposition action using a SHADOW PASSAGE, you can use this rule. If you do so, remove your Shadow Portal markers from the killzone (if any), then place one of your Shadow Portal markers within this operative's control range before it is removed and one within its control range after it is set up.

Each friendly MANDRAKE operative can use a SHADOW PASSAGE each turning point (taking precedence over one operative once per turning point) if one of your Shadow Portal markers is within that operative's control range when it is removed, and the other when it is set up. Note that friendly operatives can do this even if this operative has been incapacitated, and doing so does not prevent the operative from using a SHADOW PASSAGE in the normal manner.

Weave Darkness (1AP): Remove your Weave Darkness marker from the killzone (if any). Then place your Weave Darkness marker visible to this operative, or on vantage terrain of a feature visible to this operative. That marker creates an area of smoke with the same size and effects of a smoke grenade, except you do not remove it during the following turning point. If this operative is incapacitated, remove your Weave Darkness marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative.

MANDRAKE, AELDARI, DRUKHARI, SHADEWEAVER
6. Yrasque Or'irizar
Warrior
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Baleblast (*Soulstrike)
4
3+
3/4
Glimmersteel Blade (Lethal 5+)
4
3+
4/5
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow
MANDRAKE, AELDARI, DRUKHARI, WARRIOR
7. Ezirtihr Aezovaesh
Warrior
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Baleblast (*Soulstrike)
4
3+
3/4
Glimmersteel Blade (Lethal 5+)
4
3+
4/5
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow
MANDRAKE, AELDARI, DRUKHARI, WARRIOR
8. Ohzazaehn Gae'entarin
Warrior
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Baleblast (*Soulstrike)
4
3+
3/4
Glimmersteel Blade (Lethal 5+)
4
3+
4/5
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow
MANDRAKE, AELDARI, DRUKHARI, WARRIOR
9. Garabros Ezstra
Warrior
A 2
M 7"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Baleblast (*Soulstrike)
4
3+
3/4
Glimmersteel Blade (Lethal 5+)
4
3+
4/5
Abilities
Shadow Passage*SoulstrikeShadow WarriorUmbral EntitiesWithin Shadow
MANDRAKE, AELDARI, DRUKHARI, WARRIOR

Equipment

Bone Darts

Once per turning point, a friendly MANDRAKE operative can use the following ranged weapon:

NameATKHITDMG
Bone Dart43+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 Ploy

Each 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 Ploy

After 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 Ploy

Whenever 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 Ploy

Whenever 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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
Infiltration

Reveal: 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
Infiltration

Reveal: 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
Infiltration

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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
Recon

Reveal: 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.