Base game faction
The Mentak Coalition
So to deliver these guns you're saying I need to get my ship around the Isofal Nebula and through the Charon Reefs, chart a new course through the Wraith Stars, then fight a couple Winnu battlewagons? And here I thought you were giving me a challenge!
Faction abilities
Ambush
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.
Pillage
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.
Starting setup
Starting units
1 Carrier
2 Cruisers
3 Fighters
4 Infantry
1 PDS
1 Space dock
Leaders
Agent
Suffi An
90% Smuggler, 110% Energy
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.
Commander
S'ula Mentarion
Everyone's "Best Friend"
After you win a space combat: You may force your opponent to give you 1 promissory note from their hand.
Unlock: Have 4 cruisers on the game board.
Hero
Ipswitch, Loose Cannon
Mercenary Raider
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.
Unlock: Have 3 scored objectives.
Flagship & mech
Flagship
Fourth Moon
Mentak Coalition · Flagship · faction unit
8Cost
7 (×2)Combat
1Move
3Capacity
SUSTAIN DAMAGE
Other player's ships in this system cannot use SUSTAIN DAMAGE.
Mech
Moll Terminus
Mentak Coalition · Mech · faction unit
2Cost
6Combat
SUSTAIN DAMAGE
Other player's ground forces on this planet cannot use SUSTAIN DAMAGE.
Faction technologies
Cybernetic technology
Mirror Computing
Mentak Coalition · Cybernetic technology
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
Cybernetic technology
Salvage Operations
Mentak Coalition · Cybernetic technology
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.
Promissory note
Breakthrough Thunder's Edge
Twilight's Fall cards Alternate mode
Twilight's Fall Ability
Ambush
Mentak Coalition · Twilight's Fall Ability
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.
Twilight's Fall Ability
Mirror Computing
Mentak Coalition · Twilight's Fall Ability
When you spend trade goods: Each trade good is worth 2 resources or influence instead of 1.
Twilight's Fall Ability
Pillage
Mentak Coalition · Twilight's Fall Ability
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.
Twilight's Fall Genome
Hyper Genome
Energy
You may exhaust this card and choose another player; that player gives you 1 trade good, if able, then you each draw 1 action card.