THE MAHACT GENE-SORCERERS
DESCRIPTION
Do you remember all those agendas that referred to the mysterious planet Ixth? Well, turns out someone lived there. Well, someone lives there. Someone shiny.
Back when the Lazax were a young race, full of hope and life, they were ruled by a brutal faction known as the Mahact. They rose up and overthrew their masters, starting the reign of the Lazax Empire. (Which has now, of course, fallen centuries ago). So the Mahact were the rulers of a fallen Empire before the fallen Empire of the Lazax, and now they've come back for their stuff. Introduced in Prophecy of Kings, this is an interesting as it looks like they may need to initiate some conflict early on as their abilities depend on obtaining command tokens from other players, which they take through combat. But they don't want all-out war. They can only have 1 token per opponent. So they need to attack as many people as possible, without facing retaliation from all of them. A tough balance to find. |
STARTING UNITS1 Dreadnought
1 Carrier 1 Cruiser 2 Fighters 3 Infantry 1 Space Dock |
FACTION ABILITIES
EDICT:
When you win a combat, you can take a command token from your opponent's reinforcements and place it in your Fleet Supply. You can only have one per opponent, and you can't redistribute it.
IMPERIA:
If you have another player's token in your Fleet Supply, you can use their Commander ability (if it's unlocked.)
HUBRIS:
Purge your Alliance Promissory note. You can't except Alliance cards.
Pretty neat. The more players you are up against, the more powerful you become, but also the more targets on your back. Still, saving a lot of tokens by not needing them for Fleet Supply, once you gain a few from other players, and multiple Commander abilities. Don't need those Alliances.
When you win a combat, you can take a command token from your opponent's reinforcements and place it in your Fleet Supply. You can only have one per opponent, and you can't redistribute it.
IMPERIA:
If you have another player's token in your Fleet Supply, you can use their Commander ability (if it's unlocked.)
HUBRIS:
Purge your Alliance Promissory note. You can't except Alliance cards.
Pretty neat. The more players you are up against, the more powerful you become, but also the more targets on your back. Still, saving a lot of tokens by not needing them for Fleet Supply, once you gain a few from other players, and multiple Commander abilities. Don't need those Alliances.
ANTHEM |
STARTING TECHSBio-Stims
Predictive Intelligence Both new techs with Prophecy of Kings. A Yellow and a Green, so you're only one step away from Cruiser II, which maybe helps with your low-capacity start. |
RACIAL TECHS
So, the Mahact have special infantry called Crimson Legionnaires. Due to their incredible Life Insurance policies, you get paid when they die. As an added bonus, when you upgrade them, they also come back to life so they can die and their insurance pays out again! Best scam in the universe.
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Not so much a benefit to getting the vote you want directly, as I doubt you'll be offered more than 1 vote if you force it like this. What this really does is prevent that opponent from dumping a bunch of votes against your desired outcome. Of course, this strategy is best reserved for a time their fleets are maxed out, so if they choose to ditch the token, they lose ships as well.
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AGENTA great token-saving ability, especially in combination with your Bio-Stims. Too bad you have to help someone else in order to use it!
HEROOne of the best and most evil Hero abilities in the game. Make two other players duke it out, and laugh as they mercilessly slaughter one another in your arena of death!
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COMMANDERI mean...just amazing. And the best part is, without Alliance cards, you don't have to share!
The Unlock is to have 2 other factions' tokens in your fleet pool. MECHPretty cool defensive ability, though then you need to murder that player again to get the token back.
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HOME SYSTEMNot great Production, but I can't think of another home system with better Influence. And I'm not going to look it up.
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PROMISSORY NOTECould be a life-saver, actually, if the Mahact have been doing their job and killing as many other players as possible. I assume this means the Mahact ALWAYS have to place a token.
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FLAGSHIP
ARVICON REX
You get +2 on attack rolls vs opponents WITHOUT tokens in your fleet pool! This bonus only applies to the Flagship itself, but it's already a heavy-hitter.
Cost: 8 Combat: 5(X2) Move: 1 Capacity: 3
You get +2 on attack rolls vs opponents WITHOUT tokens in your fleet pool! This bonus only applies to the Flagship itself, but it's already a heavy-hitter.
Cost: 8 Combat: 5(X2) Move: 1 Capacity: 3