Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

The Mentak Coalition

Source: Base game

Starting Units

Ground forces
Structures

Home System

  • Moll Primus

    41

Commodities

2

Starting Technologies

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.

Flagship

Fourth Moon

Other players' ships in this system cannot use SUSTAIN DAMAGE.

SUSTAIN DAMAGE

8cost
7 (×2)combat
1move
3capacity

Mech

Moll Terminus

Other players' ground forces on this planet cannot use SUSTAIN DAMAGE.

SUSTAIN DAMAGE

2cost
6combat
Moll Terminus

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

2cost
6combat

Monument

Erwan's Fist

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

Placement
HazardousCultural

Leaders

Suffi An [The Mentak Coalition]
agent90% Smuggler, 110% Energy
Unlock: Always Unlocked

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.

Suffi An [The Mentak Coalition]
agent90% Smuggler, 110% Energy
Unlock: Always Unlocked

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.

S'ula Mentarion
commanderEveryone's "Best Friend"
Unlock: Have 4 cruisers on the game board.

After you win a space combat:

You may force your opponent to give you 1 promissory note from their hand.

S'ula Mentarion
commanderEveryone's "Best Friend"
Unlock: Have 4 cruisers on the game board.

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.

Ipswitch, Loose Cannon - Sleeper Cell
heroMercenary Raider - Insurrection
Unlock: Have 3 scored objectives.

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.

Ipswitch, Loose Cannon - Sleeper Cell
heroMercenary Raider - Insurrection
Unlock: Have 3 scored objectives.

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

Promise of Protection

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.

Promise of Protection

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

The Table's Grace

If you have the Cruiser II unit upgrade technology, flip this card and place it on top of Cruiser II.

Synergy
CyberneticBiotic
Flipped sideCorsair

If the active system contains another player's non-fighter ships, this unit can move through systems that contain other players' ships.

2cost
6combat
3move
2capacity

Faction Technologies

When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.

Prerequisites: CyberneticCyberneticCybernetic

When you spend trade goods, every 2 trade goods spent are worth 3 resources or influence instead of 2.

Prerequisites: CyberneticCyberneticCybernetic

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.

Prerequisites: CyberneticCybernetic

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.

Prerequisites: CyberneticCybernetic