The Mentak Coalition
Starting Units
Home System
- Moll Primus
41
Commodities
2
Starting Technologies
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost.
After you perform a tactical action, you may repair 1 of your units in the active system.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
During your turn, when a space dock in your home system uses PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by 1 for each of your space docks on a planet in home systems.
Faction Abilities
At the start of a space combat, you may roll 1 die for each of up to 2 of your cruisers or destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
Your cruisers and destroyers can ambush the enemy for extra hits at the start of combat.
After 1 of your neighbors gains trade goods or resolves a transaction, if they have 3 or more trade goods, you may take 1 of their trade goods or commodities.
You can pillage a trade good from players who gain trade goods or perform transactions.
Flagship
Other players' ships in this system cannot use SUSTAIN DAMAGE.
Others’ ships in its system cannot use sustain damage.
SUSTAIN DAMAGE
Mech
Other players' ground forces on this planet cannot use SUSTAIN DAMAGE.
Others’ ground forces on its planet cannot use sustain damage.
SUSTAIN DAMAGE
Other players' ground forces in this system cannot use SUSTAIN DAMAGE. After an invasion in which you destroy 1 or more structures on this planet, gain 2 trade goods.
SUSTAIN DAMAGE
Monument
At the start of a player's turn, exhaust this card to have each ship in this or an adjacent system with SUSTAIN DAMAGE become damaged.
PRODUCTION 2
Leaders
After the PILLAGE faction ability is used against another player:
You may exhaust this card; if you do, you and that player each draw 1 action card.
Allows you and a pillaged player to draw an action card.
After the PILLAGE faction ability is used against another player:
You may exhaust this card; if you do, you and that player each draw 1 action card. Then, you may allow 1 of these players to explore 1 of their planets.
After you win a space combat:
You may force your opponent to give you 1 promissory note from their hand.
Forces opponent to give you a promissory after you win a combat.
After you win a space combat:
You may force your opponent to give you 1 promissory note and 1 action card from their hand, if able.
At the start of a space combat that you are participating in:
You may purge this card; if you do, for each other player's ship that is destroyed during this combat, place 1 ship of that type from your reinforcements in the active system.
Replaces destroyed enemy ships with your own during combat.
At the start of a space combat:
You may purge this card; if you do, when your opponent's ships are destroyed during this combat, place matching ships of those types from your reinforcements in the active system. Your opponent cannot resolve abilities that would move ships during this combat.
Faction Promissory Note
ACTION: Place this card faceup in your play area.
While this card is in your play area, the Mentak player cannot use their PILLAGE faction ability against you.
If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
Gives another player protection from your pillaging.
At the start of a round of space combat against a player other than the Mentak:
The Mentak player must remove 1 of their cruisers or destroyers from the game board. Then, you place 1 ship of that type from your reinforcements in the active system.
Then, return this card to the Mentak player.
Breakthrough
If you have the Cruiser II unit upgrade technology, flip this card and place it on top of Cruiser II.
Allows you to upgrade your cruisers even further.
If the active system contains another player's non-fighter ships, this unit can move through systems that contain other players' ships.
Allows you to upgrade your cruisers even further.
Faction Technologies
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
Doubles the value of each of your trade goods.
When you spend trade goods, every 2 trade goods spent are worth 3 resources or influence instead of 2.
After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
Allows you to recoup cost from destroyed ships, then rebuild.
At the end of each space combat in systems that contain or are adjacent to your ships, gain 1 commodity.
If you win a space combat, you may produce 1 ship of any type that was destroyed during that combat, and may spend commodities as resources.