The Mahact Gene-Sorcerers
Starting Units
Home System
- Ixth
35
Commodities
3
Starting Technologies
At the end of your turn, you may exhaust this card to redistribute your command tokens.
When you cast votes during the agenda phase, you may cast 3 additional votes. If you do, and the outcome you voted for is not resolved, exhaust this card.
At the start of your turn, you may exhaust this card to redistribute your command tokens.
When you cast votes during the agenda phase, you may cast 3 additional votes
At the end of your turn, you may exhaust this card to redistribute your command tokens.
When you cast votes during the agenda phase, you may exhaust this card to cast 1 additional vote for each of your structures on the game board. Then, if the outcome you voted for is resolved, ready this card.
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies.
You may exhaust this card at the end of your turn to ready a non-home planet you control or ready 1 of your other technologies.
Faction Abilities
When you win a combat, place 1 command token from your opponent's reinforcements in your fleet pool if it does not already contain 1 of that player's tokens; other players' tokens in your fleet pool increase your fleet limit but cannot be redistributed.
You increase your fleet limit for each player you defeat in combat.
While another player's command token is in your fleet pool, you can use the ability of that player's commander, if it is unlocked.
You copy an ability of each player you defeat in combat.
During setup, purge your "Alliance" promissory note. Other players cannot give you their "Alliance" promissory notes.
You cannot exchange alliances.
Faction Units
Mahact Gene-Sorcerers Infantry
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.
Your infantry become commodities when they die.
Flagship
During combat against an opponent whose command token is not in your fleet pool, apply +2 to the results of this unit's combat rolls.
Stronger against players whose abilities you do not have yet.
SUSTAIN DAMAGE
Mech
After a player whose command token is in your fleet pool activates this system, you may spend their token from your fleet pool to end their turn; they gain that token.
Can be used to end a player’s turn whose ability you have.
SUSTAIN DAMAGE
Monument
At the start of the status phase, the Mahact player may place 1 command token in this system into their fleet pool if it is their own token, or if it does not already have 1 of that player's tokens.
Leaders
When you would spend a command token during the secondary ability of a strategic action:
You may exhaust this card to remove 1 of the active player's command tokens from the board and use it instead.
Spends other players’ placed tokens instead of your own.
During your tactical actions, you can activate systems that contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
Can activate previously activated systems to remove your tokens.
ACTION: Move all units in the space area of any system to an adjacent system that contains a different player's ships. Space combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships.
Then, purge this card.
Forces two players’ fleets to enter combat with one another.
Faction Promissory Note
At the start of the strategy phase:
Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system.
Then, return this card to the Mahact player.
Locks a system against each player whose ability you have.
Breakthrough
ACTION: Exhaust this card and purge 1 of your technologies to gain 1 relic.
You can purge your techs to gain relics.
Faction Technologies
Mahact Gene-Sorcerers Infantry
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Your infantry always respawn in your home system when they die.
Mahact Gene-Sorcerers Infantry
After this unit is destroyed, gain 2 commodities or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet that contains 1 of your structures.
Mahact Gene-Sorcerers Infantry
After this unit is destroyed, capture it and gain 1 commodity or convert 1 of your commodities to a trade good. At the start of your turn, you may place captured infantry in your home system or in a space area with a war sun.
When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
You may exhaust this card before a player casts votes; that player must cast at least 1 vote for an outcome of your choice or remove 1 token from their fleet pool and return it to their reinforcements.
Choose a player’s vote unless they lose a token from fleet pool.
When you cast votes, you may exhaust 1 planet controlled by another player whose command token is on the Mahact player’s command sheet and cast votes as if you controlled that planet. You may cast votes this way even if you are otherwise unable to vote.