Book | Kind | Edition | Version | Last update |
Kill Team: Nightmare (Mandrake) | ||||
Kill Team: Nightmare (Mandrake) | Expansion | 2 | 1.1 | August 2024 |
Q: | Is it possible to increase an operative’s APL to more than 3 using the CHOOSER OF THE FLESH operative’s Soul Harvest ability? |
A: | No. |
Q: | Does the SHADEWEAVER operative’s Open Shadow Portal action count as a use of Shadow Passage for the purposes of that action’s once per Turning Point limit? |
A: | Yes. |
Q: | Some rules apply when an operative moves within a distance requirement of a token, other operative or similar (e.g. Proximity, PHOBOS STRIKE TEAM and Quicksilver Strike, WYRMBLADE ). If a MANDRAKE operative performs a Shadow Passage action and is set up within the distance requirement of the aforementioned rules, is it the same as moving there? |
A: | No. During a Shadow Passage action, the MANDRAKE operative doesn’t move – it’s removed and set back up again. |
Q: | As the Shadow Passage action is not a move (the operative is removed and set up again), does this mean the MANDRAKE operative can be set up on the other side of Wall terrain? |
A: | Yes. Note that, as per the Core Rules designer’s commentary, the Heavy part of a terrain feature it must be set up within of must be a pillar or wall end (excluding wall ends for Hatchways) or Heavy terrain from a Killzone: Gallowdark supplement (e.g. Ancient Apparatus). |
Q: | If an enemy operative performs a Charge action, then performs another action before performing a Fight action in the same activation against a friendly MANDRAKE operative, can I still use the Shadow’s Bite Tactical Ploy? |
A: | Yes. |
Q: | If I activate the DIRGEMAW operative’s Haunting Focus ability and that DIRGEMAW incapacitate the enemy operative it focused on, do I activate next, or my opponent? |
A: | Your opponent. |
Q: | If two DIRGEMAW operatives focus on each other with their Haunting Focus ability, and Operative A is selected to activate normally, then Operative B would attempt to activate first as a result of the Haunting Focus ability, which model activates? |
A: | Operative B. |
Q: | After I activate a DIRGEMAW operative as a result of the Haunting Focus ability, does my opponent still have to activate the operative that DIRGEMAW focused on? |
A: | Yes, unless they are unable to (e.g. if that operative is incapacitated), in which case they can choose another operative to activate. |
Q: | When the SHADEWEAVER performs the Open Shadow Portal action, does the Shadow Portal token it places before it moves meet the requirement for the third bullet point of Within Shadow? |
A: | No. When the SHADEWEAVER performs the Open Shadow Portal action, after removing any existing Shadow Portal tokens, it must be within shadow to perform the free Shadow Passage action. Your first Shadow Portal token is not placed until it performs the free Shadow Passage action, and it must end that free action within shadow before placing your second Shadow Portal token. |
Q: | What happens if an opponent activates an operative a friendly DIRGEMAW focused on (Haunting Focus) using the A Worthy Cause Tactical Ploy (PATHFINDER)? |
A: | The DIRGEMAW would activate first. If the enemy the DIRGEMAW focused on is not incapacitated, it is activated after. If it is incapacitated, then your opponent can select another valid operative to fulfil the effect of that ploy; if there are no valid operatives, that ploy has no further effect and the CP is not refunded. |
Q: | If an operative has a rule that allows them to retain defence dice results of 5+ as critical saves (e.g. Hardy Chapter Tactic, INTERCESSION SQUAD), and they are shot by a MANDRAKE operative with a Soulstrike weapon, does that first operative still benefit from the effects of the aforementioned rule? |
A: | No. Hardy and similar rules have no effect when being shot with a Soulstrike weapon. |
Q: | When shooting an enemy operative with the DIRGEMAW’s horrifying scream ranged weapon, if I retain a critical success and apply the Stun critical hit rule, would that affect the target’s successful saves when resolving the Soulstrike special rule? |
A: | Yes, assuming the APL is modified, the Stun critical hit rule is applied immediately when you retain a critical success, and would affect the Roll Defence Dice step when resolving saves with the Soulstrike special rule. |
Below you will find a list of the operatives that make up a MANDRAKE kill team, including, where relevant, any wargear those models must be equipped with.
Below you will find a common unique action, ability and weapon special rule of the MANDRAKE kill team.
It is within the power of Mandrakes to slip into the slightest patch of shadow as if vanishing into dark waters, only to crawl forth from another patch of gloom as though the intervening distance did not exist at all. This sinister ability allows them to bypass sentries and defences unseen, and to pounce upon their victims from unexpected quarters.
One friendly MANDRAKE operative can perform the following unique action each Turning Point:The Mandrakes’ physical forms shift and shudder like shadows smothering the last light of a guttering torch. Those rare survivors of their attacks describe the Mandrakes appearing to blend with the encroaching darkness, or even vanishing from sight altogether, confounding the increasingly panicked aim of their prey while flitting ever closer.
Each friendly MANDRAKE operative has a 5+ invulnerable save. If it’s within shadow, it has a 4+ invulnerable save instead.The balefire hurled by the Mandrakes burns cold and fierce, fed by the tinder of their victims’ life force and animus. Conventional armour offers little protection against this insidious force.
MANDRAKE operatives have ranged weapons with the Soulstrike special rule. Each time a friendly operative makes a shooting attack with such a weapon, in the Roll Defence Dice step of that shooting attack, successful saves are determined differently:If your faction is MANDRAKE, you can use the following Strategic Ploys during a game.
If your faction is MANDRAKE, you can use the following Tactical Ploys during a game.
If your faction is MANDRAKE, you can use the Mandrake Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected MANDRAKE as your faction keyword.
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1. SPIRIT SYPHON [2EP] The operative gains the following ability for the battle: |
2. MIRROR OF MISERIES [2EP] The operative gains the following ability for the battle: |
3. NIGHTMARE DOLL [2EP] The operative can perform the following action during the battle: NIGHTMARE DOLL1APSelect 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 D3 mortal wounds if it’s 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. |
4. MALEVOLENT VISAGE [2EP] The operative gains the following ability for the battle: |
5. SHROUD-GLYPH [1EP] The operative gains the following ability for the battle: |
6. MURDERER’S BLADE [2EP] Add 1 to the Attacks characteristic of the operative’s melee weapons for the battle (to a maximum of 5). |
GHOST-GLASS OBELISKEach Ghost-glass Obelisk is a unique amalgam of flowing stone, barbed metal and mirrored glass as dark as the deepest abyss, yet all serve the same dread purpose. They are portals to Aelindrach from which Mandrakes may creep, and into which they drag their doomed victims. One additional friendly MANDRAKE operative can perform the Shadow Passage action each Turning Point. |
THE LENS MALIGNFashioned from the crystalline occular orb of a tortured Threnorachnid, this device allows a form of sinister scrying. With it the bearer may observe their prey through any reflective surface, prying uninvited into the secrets of those who believe themselves unobserved. At the end of the Select a Kill Team step, add 1 additional Command point to your pool. |
CASKET OF AGONIESAn especially vital mortal soul may be trapped within the Casket of Agonies, where it is gradually distilled into an oily elixir restorative for the dark denizens of Aelindrach. Once after each battle, if the casket has a soul, you can remove the soul to automatically pass a Recovery test or re-roll a failed Casualty test. At the start of the Update Dataslates step, if the casket doesn’t have a soul, but a friendly MANDRAKE operative incapacitated an enemy operative within its Engagement Range and was not itself incapacitated during the battle, you can add a soul to the casket. The casket has a soul when added to your base of operations, and it can never have more than one. |
It is impossible for their victims to predict what may draw the spiteful regard of the Mandrakes. Some may owe a debt, perhaps one they do not even realise is theirs to pay Others may have simply peered into the wrong shadow at the worst possible moment, crossed some threshold they should not have or caught the creatures' malevolent attention while fighting for their lives on the battlefield. Once this curse descends upon them, such questions are quickly eclipsed by the simple and desperate need to survive.
Many are the reasons that the desperate, the unwise or the perilously arrogant strike deals with the Mandrakes. Such pacts may draw these beings away from their hunt for a time, yet they always return, often strengthened by the esoteric payment they have exacted.
Slipping back through dimensional veils like blades temporarily sheathed, the Mandrakes lurk for a time amidst Aelindrach's twisted shadows before emerging to hunt again.
Having spoken the right words and made the correct offerings, a band of warriors have conjured the Mandrakes of Aelindrach and sent them to complete the mission that should have been theirs. Little do they grasp the forces they have set in motion, nor the true extent of the price they will pay for their hubris.
A reign of terror spreads as the Mandrakes set about completing the tasks they have agreed to perform.
Randomly determine three Tac Ops from those available to one of your faction’s archetypes. Complete five games in which you scored victory points from any of those Tac Ops.Now comes the moment when the Mandrakes take what they are due from those who unwisely roused them.
Complete a game in which you scored victory points from the ‘Capture Hostage & Infiltrate’ Tac Op.Who can say why the Mandrakes have come, what sinister pact or cruel whim saw them choose this place, this time, this hunting ground as their own. Knowing would not help those they have chosen as their prey. Victim by victim soul by soul, the Mandrakes reap their tally and work towards their final, monstrous goal.
The Mandrakes bleed their victims of will and hope as they might let blood from a helpless animal.
Complete five games in which you scored victory points from the ‘Death from Darkness’, ‘Shadow’s Reach’ and/or ‘Haunting Manifestation’ Tac Ops.What horrors the Mandrakes have worked upon their chosen victim are beyond mortal imaginings. As they bring the screaming husk forward, balefire blazes about it in a halo, acting as a clear mark of their victory.
Complete a game in which you scored victory points from the ‘Plant Banner’ Tac Op.MANDRAKE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.
CHAIN SNARE [1EP]
The operative gains the following ability for the battle:HAUNTING PROJECTION+ [2EP]
The operative can perform the following action during the battle:SHADOW GLYPH [3EP]
The operative gains the following ability for the battle:SPECTRAL ESSENCE [2EP]
The operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 9 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Baleblast | |||||||||
Baleblast | 4 | 3+ | 3/4 | Soulstrike | Soulstrike | - | |||
Huskblade | |||||||||
Huskblade | 5 | 2+ | 4/6 | Lethal 5+. !Stun | Lethal 5+ | Stun |
ABILITIES | UNIQUE ACTIONS |
Harrowing Whispers: Each time your opponent would activate a ready enemy operative within of this operative, you can roll one D6. If the result is greater than that enemy operative’s APL, they cannot activate it in this activation. If there are no other enemy operatives eligible to be activated, this ability has no effect. Oubliex: At the start of each Turning Point, or if this operative incapacitates an enemy operative with its huskblade, its oubliex becomes active. While its oubliex is active, each time 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 this operative’s oubliex is no longer active.
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ABILITIES |
Harrowing Whispers: Each time your opponent would activate a ready enemy operative within of this operative, you can roll one D6. If the result is greater than that enemy operative’s APL, they cannot activate it in this activation. If there are no other enemy operatives eligible to be activated, this ability has no effect. Oubliex: At the start of each Turning Point, or if this operative incapacitates an enemy operative with its huskblade, its oubliex becomes active. While its oubliex is active, each time 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 this operative’s oubliex is no longer active.
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UNIQUE ACTIONS |
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MANDRAKE, AELDARI, DRUKHARI, LEADER, NIGHTFIEND
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Balesurge | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Balesurge | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Blast | |||||||||
- Blast | 5 | 3+ | 3/4 | Blast , Soulstrike | Blast , Soulstrike | - | |||
- Burn | |||||||||
- Burn | 5 | 3+ | 3/4 | Lethal 5+, Soulstrike | Lethal 5+, Soulstrike | - | |||
Glimmersteel blade | |||||||||
Glimmersteel blade | 4 | 3+ | 4/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Balefire: Each time a friendly MANDRAKE operative makes a shooting attack against an enemy operative that has one of your Balefire tokens (see below), for that shooting attack, add 1 to both Damage characteristics of that friendly operative’s ranged weapons and they have the No Cover special rule. Each time a shooting attack is made against a friendly MANDRAKE operative that has one of your Balefire tokens, subtract 1 from both Damage characteristics of the enemy operative’s ranged weapons for that shooting attack (to a minimum of 1).
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Wreath in Balefire (1AP): Select one operative Visible to this operative that doesn’t have one of your Balefire tokens. Until the start of this operative’s next activation or until this operative is incapacitated (whichever comes first), that selected operative gains one of your Balefire tokens. This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Balefire: Each time a friendly MANDRAKE operative makes a shooting attack against an enemy operative that has one of your Balefire tokens (see below), for that shooting attack, add 1 to both Damage characteristics of that friendly operative’s ranged weapons and they have the No Cover special rule. Each time a shooting attack is made against a friendly MANDRAKE operative that has one of your Balefire tokens, subtract 1 from both Damage characteristics of the enemy operative’s ranged weapons for that shooting attack (to a minimum of 1).
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UNIQUE ACTIONS |
Wreath in Balefire (1AP): Select one operative Visible to this operative that doesn’t have one of your Balefire tokens. Until the start of this operative’s next activation or until this operative is incapacitated (whichever comes first), that selected operative gains one of your Balefire tokens. This operative cannot perform this action while within Engagement Range of an enemy operative.
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MANDRAKE, AELDARI, DRUKHARI, ABYSSAL
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Baleblast | |||||||||
Baleblast | 4 | 3+ | 3/4 | Soulstrike | Soulstrike | - | |||
Baleblade | |||||||||
Baleblade | 4 | 3+ | 5/6 | Brutal, Lethal 5+. !Reap 2 | Brutal, Lethal 5+ | Reap 2 |
ABILITIES | UNIQUE ACTIONS |
Soul Harvest: Each time an enemy operative is incapacitated as a result of this operative’s Part Collector ability or baleblade (including as a result of its Reap critical hit rule), add one of your Soul Harvest tokens to your pool, or two if that enemy operative had an APL characteristic of 3 or more. Each time a friendly MANDRAKE operative is activated, you can spend one of your Soul Harvest tokens to either add 1 to that operative’s APL until the end of the battle, or have it regain D6 lost wounds. You can spend your Soul Harvest tokens even if this operative has been incapacitated. Part Collector: Each time an enemy operative performs the Fall Back action within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D6 mortal wounds before it moves.
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ABILITIES |
Soul Harvest: Each time an enemy operative is incapacitated as a result of this operative’s Part Collector ability or baleblade (including as a result of its Reap critical hit rule), add one of your Soul Harvest tokens to your pool, or two if that enemy operative had an APL characteristic of 3 or more. Each time a friendly MANDRAKE operative is activated, you can spend one of your Soul Harvest tokens to either add 1 to that operative’s APL until the end of the battle, or have it regain D6 lost wounds. You can spend your Soul Harvest tokens even if this operative has been incapacitated. Part Collector: Each time an enemy operative performs the Fall Back action within Engagement Range of this operative, you can use this ability. If you do so, that enemy operative suffers D6 mortal wounds before it moves.
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UNIQUE ACTIONS |
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MANDRAKE, AELDARI, DRUKHARI, CHOOSER OF THE FLESH
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Baleblast | |||||||||
Baleblast | 4 | 3+ | 3/4 | Soulstrike | Soulstrike | - | |||
Horrifying scream | |||||||||
Horrifying scream | 5 | 2+ | 2/2 | Rng , Indirect, Soulstrike. !MW2, Stun | Rng , Indirect, Soulstrike | MW2, Stun | |||
Glimmersteel blade | |||||||||
Glimmersteel blade | 4 | 3+ | 4/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Haunting Focus: Once in each Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one enemy operative for this operative to focus on until the end of the Turning Point. When your opponent would activate that enemy operative, if this operative is ready, you can activate this operative first. If you do so, during that activation, you cannot select any other enemy operatives as targets for combats or shooting attacks made by this operative while that enemy operative is in the killzone.
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Pareidolic Projection (1AP): Select one enemy operative within shadow or in this operative’s Line of Sight. Until the start of this operative’s next activation or until this operative is incapacitated (whichever comes first), that enemy operative is treated as being injured (regardless of any rules that say it cannot be injured), and its APL cannot be positively modified (remove any positive APL modifiers it has). This operative cannot perform this action while within Engagement Range of any other enemy operatives.
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ABILITIES |
Haunting Focus: Once in each Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select one enemy operative for this operative to focus on until the end of the Turning Point. When your opponent would activate that enemy operative, if this operative is ready, you can activate this operative first. If you do so, during that activation, you cannot select any other enemy operatives as targets for combats or shooting attacks made by this operative while that enemy operative is in the killzone.
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UNIQUE ACTIONS |
Pareidolic Projection (1AP): Select one enemy operative within shadow or in this operative’s Line of Sight. Until the start of this operative’s next activation or until this operative is incapacitated (whichever comes first), that enemy operative is treated as being injured (regardless of any rules that say it cannot be injured), and its APL cannot be positively modified (remove any positive APL modifiers it has). This operative cannot perform this action while within Engagement Range of any other enemy operatives.
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MANDRAKE, AELDARI, DRUKHARI, DIRGEMAW
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Shadeweavers manipulate the stuff of darkness. They are able to leech away natural and artificial light alike, plunging areas into a cloying gloom that even hardened sensors cannot pierce. Twisting the penumbral threads of their weave, they deepen the darkness further until it bores tunnels through reality itself.
Shadeweavers manipulate the stuff of darkness. They are able to leech away natural and artificial light alike, plunging areas into a cloying gloom that even hardened sensors cannot pierce. Twisting the penumbral threads of their weave, they deepen the darkness further until it bores tunnels through reality itself. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 6+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Baleblast | |||||||||
Baleblast | 4 | 3+ | 3/4 | Soulstrike | Soulstrike | - | |||
Glimmersteel blade | |||||||||
Glimmersteel blade | 4 | 3+ | 4/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Shadow Portal: Any number of friendly MANDRAKE operatives can perform the Shadow Passage action each Turning Point if they start that action within of one of your Shadow Portal tokens, and finish that action within of the other (see Open Shadow Portal, below). This does not prevent one operative from performing the Shadow Passage action as normal. You can use this ability even if this operative has been incapacitated.
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Open Shadow Portal (2AP): Remove your Shadow Portal tokens (if any). Perform a free Shadow Passage action with this operative. If you do so, before and after it moves, place one of your Shadow Portal tokens within of this operative. Weave Darkness (1AP): Remove your Weave Darkness token (if any). Then place your Weave Darkness token in a location that is Visible to this operative, or on a Vantage Point of a terrain feature that is Visible to this operative (treat it as an intended target for the purposes of the Visibility line). That token creates an area of smoke with a radius and unlimited upward height (but not below). An operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative cannot perform this action while within Engagement Range of an enemy operative. If this operative is incapacitated, remove its Weave Darkness token.
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ABILITIES |
Shadow Portal: Any number of friendly MANDRAKE operatives can perform the Shadow Passage action each Turning Point if they start that action within of one of your Shadow Portal tokens, and finish that action within of the other (see Open Shadow Portal, below). This does not prevent one operative from performing the Shadow Passage action as normal. You can use this ability even if this operative has been incapacitated.
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UNIQUE ACTIONS |
Open Shadow Portal (2AP): Remove your Shadow Portal tokens (if any). Perform a free Shadow Passage action with this operative. If you do so, before and after it moves, place one of your Shadow Portal tokens within of this operative. Weave Darkness (1AP): Remove your Weave Darkness token (if any). Then place your Weave Darkness token in a location that is Visible to this operative, or on a Vantage Point of a terrain feature that is Visible to this operative (treat it as an intended target for the purposes of the Visibility line). That token creates an area of smoke with a radius and unlimited upward height (but not below). An operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative cannot perform this action while within Engagement Range of an enemy operative. If this operative is incapacitated, remove its Weave Darkness token.
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MANDRAKE, AELDARI, DRUKHARI, SHADEWEAVER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Baleblast | |||||||||
Baleblast | 4 | 3+ | 3/4 | Soulstrike | Soulstrike | - | |||
Glimmersteel blade | |||||||||
Glimmersteel blade | 4 | 3+ | 4/5 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Shadow Warrior: While this operative is within shadow, add 1 to the Critical Damage characteristic of its glimmersteel blade.
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ABILITIES |
Shadow Warrior: While this operative is within shadow, add 1 to the Critical Damage characteristic of its glimmersteel blade.
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UNIQUE ACTIONS |
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MANDRAKE, AELDARI, DRUKHARI, WARRIOR
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The DRONE keyword is used in the following Pathfinder datacards:
Each Chapter of Space Marines is a martial brotherhood with its own combat philosophies suited to the unique skills and temperaments of its battle-brothers. These tenets of war may be clothed in esoteric rituals built up over thousands of years, but remain as brutally effective as when they were first laid down.
When you create a roster or dataslate for an INTERCESSION SQUAD kill team, select two abilities from those listed below. Every INTERCESSION SQUAD operative on your roster or dataslate gains those abilities.The balefire hurled by the Mandrakes burns cold and fierce, fed by the tinder of their victims’ life force and animus. Conventional armour offers little protection against this insidious force.
MANDRAKE operatives have ranged weapons with the Soulstrike special rule. Each time a friendly operative makes a shooting attack with such a weapon, in the Roll Defence Dice step of that shooting attack, successful saves are determined differently:SOUL GEM [2EP]
Select a baleblast the operative is equipped with. That weapon gains the Blast special rule for the battle.The MANDRAKE keyword is used in the following Mandrake datacards:
The AELDARI keyword is used in the following Mandrake datacards:
The DRUKHARI keyword is used in the following Mandrake datacards: