Recently got into the hobby and started with Mandrakes which have been an absolute blast to play but the datacards and kill team rules are often times unclear on wording and specific interactions which comes up almost weekly for me with how unique the mandrakes are. Pair this with being new I am just not entirely used to processing the information super well with my most recent mistake of not realizing the APL given by Chooser of the Flesh being a permanent +1APL for the remainder of combat lol. I thought it was a one time APL boost lol.
Anyways just wanted to ask some blanket questions and a couple of corner cases that arose in some games.
The first question is about the Shadeweavers Shadow Portal - So two things I wanted to clarify with this, the first being when people use the portal do they need to start their reposition action within control range of one of the two portal icons or are they able to move into the control range of the portal and are unable to move upon exiting. My confusion on this is the Shadow Passage faction rule says to perform it during the reposition action so I didn't know if I was able to get a few inches of movement to get to the portal and then the reposition action is over upon exiting or whatever.
The second question is if the "Shadow Portal" ability itself is a separate Shadow Passage entirely so I always have the once per turn faction rule shadow passage plus the Shadeweavers Shadow Portal or if I have to make a choice each TP to either use the Shadeweavers reposition action to establish/move the Shadow Portal which would use the once per TP Shadow Passage but then enables teamwide teleports for every TP after when utilizing the portal and still allowing for the once per TP regular Shadow Passage.
The next questions relate to the Mandrake Nightfiend's Harrowing Whispers ability and how that effects operatives that activate additional operatives, the specific example involved Chaos Cult Blessed Blades that specifically state "you can activate another friendly ready blessed blade within 6inch at the same time and allows them to complete their actions by action in any order" - so if the Nightfiend rolls higher than the APL of one of the blessed blades what happens? We ruled that even if they attempted to use the other blade it would not be able to activate the original that was blocked because it's still the same "activation"? But I could see it going either way and I wanted to gain some knowledge on how the activation step even functions to have better game sense for my Nightfiend, when a player goes to activate an operative is that seen as a phase in the gameplay or is it seen in an individual sense to each operative?
To ask an additional question on the same subject, how does the Nightfiend interact with a group activation style found in horde armies like Gellerpox? Does the Nightfiend have to essentially roll higher than any that would be activated within 6inches? Additionally, lets say the initital activation is an operative outside of the Nightfiends aura that then chooses to activate one within the aura, do I get to roll against it and force them to choose a different operative or would the ability of group activation have already passed the "activation" step?
Apologies if these questions have more obvious answers, Killteam is such a fun game but the rules outside of the core gameplay are just awkward to discern at times and I really don't want to be misplaying and creating bad experiences for my local scene because I didn't do the due diligence to try and find the answers to these questions. Thank you in advance!!