• Twilight Imperium Emporium
    • Arborec
    • Argent Flight
    • Ghosts of Creuss
    • Empyrean
    • Emirates of Hacan
    • Universities of Jol-Nar
    • L1Z1X Mindnet
    • Barony of Letnev
    • Mahact Gene-Sorcerers
    • Mentak Coalition
    • Embers of Muaat
    • Naalu Collective
    • Naaz-Rokha
    • Nekro Virus
    • Nomad
    • Clan of Saar
    • Sardakk N'Orr
    • Sol Federation
    • Titans of Ul
    • Vuil'Raith
    • Winnu
    • Xxcha Kingdom
    • Yin Brotherhood
    • Yssaril
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Sir Reil Effects

THE MENTAK COALITION

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DESCRIPTION

The Mentak Coalition has risen from what once was a penal colony during the reign of the Lazax. It is basically the Australia of Twilight Imperium. As the modern population has descended from a variety of alien races, it is the most multiculturally diverse of all the factions.

One thing the Mentak are famous for (despite their own denial) is their vast pirate fleet. Boy, do these folk love pillaging and lying and rum and scurvy. Despite me seldom winning with the Mentak, they are the race I most look forward to playing, because being a pirate is fun!

SPECIAL ABILITIES

Ambush: 

Before a Space Battle begins (in which you are participating), you may fire with up to two Cruisers or Destroyers (or a mix thereof). Your opponent must assign these hits to their fleet.

To be clear, these Cruisers and Destroyers still fight n the first round of combat. One difference, I believe (someone may correct me on this), is that in TI3 the casualties from the ambush would be removed without returning fire. Now it seems they do get to return fire, so the ambush is basically 2 extra attacks.


Pillage:

After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.

No idea why you'd ever take Trade Goods over commodities. This ability is WAY better than the TI3 version, making the Mentak more pirate-y. 
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Why is the rum always gone?

STARTING UNITS

1 Carrier
2 Cruisers
3 Fighters

1 Space Dock
1 PDS
4 Infantry


A few changes from TI3, primarily a cruiser swapped out for 3 fighters. Good combat fleet for an opener, and good number of infantry, but only 1 carrier. Only 1 step away from Cruiser II, which has capacity, but yo need to obtain both a green tech AND the unit upgrade to take advantage of it. 
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Despite advances in cybernetics and prosthetics, many Mentak prefer the aesthetic of the old technologies.

ANTHEM

STARTING TECHNOLOGY

Sarween Tools
​Plasma Scoring

RACIAL TECHNOLOGY

Salvage Operations: 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 in the combat.

Mirror Computing: When you spend Trade Goods, each Trade Good is worth 2 instead of 1.

If you love theme, as I do, then you'll love these two racial techs. Salvage Operations saw a couple changes (such as receiving 1 Trade Good instead of 2), but with the new Pillage ability you'll still be raking in enough cash to take advantage of Mirror Computing, which is basically counterfeiting (or, at least, skimming people's credit cards). Limited commodities capacity means you'll have to play like a pirate if you want to roll in that booty!


AGENT

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Not only adds some extra juice to your thefts, but can maybe ease the anger of your victim. Maybe they'll even learn to enjoy being mugged!

COMMANDER

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Well...you're gonna get a bunch of the lamer Promissory notes, but if you attack the same person often enough, you're bound to get Support for the Throne sooner or later!

Unlock by having 4 Cruisers on the board.

HERO

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Pretty cool. Thematically, the enemy fleet is joining your side. May well bring you over fleet limit, but in a high-cost battle will help you maintain a might fleet, even after suffering losses.

MECH

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Situational value.

FLAGSHIP

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FOURTH MOON

Sustain Damage

Cost: 8  Battle: 2 dice at 7  Move: 1  Capacity 3

Opposing ships may not use the sustain damage ability in this system.

The basic stats have been a bit nerfed from TI3 (such as attack raised from 5 to 7), but still a great ability for dealing with fleets of Dreadnoughts and War Suns.



HOME SYSTEM

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Decent, mid-range home system.

PROMISSORY NOTE

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Not the strongest - it's really protecting the user from a minor annoyance in the occasional robbery. But, one less thing to worry about, I suppose.
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