<commit_before>---
layout: page
author: mikey
title: Mentak Coalition
comments: true
permalink: /races/MentakCoalition/
---

![The Mentak Coalition]({{ site.baseurl }}/images/races/Mentak.jpg "The Mentak Coalition")

## THE MENTAK COALITION

**In a word:** Space pirates

**Background:** The rag-tag inhabitants of a prison-planet who overthrew their Lazax masters when the Imperium began to crumble, and now terrorize the space-lanes with lightening raids, taking what they want then leaving.

**Pros/Cons:** Can steal trade goods from other players, get free shots before battle begins, poor trade agreements, decent homeworld, strong starting fleet.

**Style:** For the player who doesn't mind pissing-off the other players via dirty tricks like stealing trade goods and striking out for aggressive raids with their cruisers (which get a sneak attack before enemy can shoot back).

>Homeworlds: Moll Primus (4/1)
>
>Starting Units: 1 carrier; 2 cruisers; 3 fighters; 4 infantry; 1 space dock; 1 pds
>
>Starting Tech: sarween tools; plasma scoring 
>
>Commodities: 2
>
>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 his 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. 
>
>**Abilities**
>
>Ambush: At the start of a space combat, you may roll 1 die for each of up to 2 of your cruisers of destroyers in the system. For each result equal or greater than that ship's combat value, produce 1 hit; your opponent  assign it to 1 of his ships
>
>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 
>
>**Special units**
>
>Fourth Moon (flag ship): cost 8, combat 7(x2), movement 1, capacity 3; 
>>sustain damage; 
>>
>>enemy players ships in this system cannot use sustain damage 
>
>Race tech
>
>Mirror Computing (yellow; req. YYY): When you spend trade goods, each trade good is worth 2 resources or influence instead of 1. 
>
>Salvage Operations (yellow; req. YY): 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. <commit_msg>Update MentakCoalition.md<commit_after>---
layout: page
author: mikey
title: Mentak Coalition
comments: true
permalink: /races/MentakCoalition/
---

![The Mentak Coalition]({{ site.baseurl }}/images/races/Mentak.jpg "The Mentak Coalition")

## THE MENTAK COALITION

**In a word:** Space pirates

**Background:** The rag-tag inhabitants of a prison-planet who overthrew their Lazax masters when the Imperium began to crumble, and now terrorize the space-lanes with lightening raids, taking what they want then leaving.

**Pros/Cons:** Can steal trade goods from other players, get free shots before battle begins, poor trade agreements, decent homeworld, strong starting fleet.

**Style:** For the player who doesn't mind pissing-off the other players via dirty tricks like stealing trade goods and striking out for aggressive raids with their cruisers (which get a sneak attack before enemy can shoot back).

>**Homeworlds**: Moll Primus (4/1)
>
>**Starting Units**: 1 carrier; 2 cruisers; 3 fighters; 4 infantry; 1 space dock; 1 pds
>
>**Starting Tech**: sarween tools; plasma scoring 
>
>**Commodities**: 2
>
>**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 his 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. 
>
>**Abilities**
>
>_Ambush_: At the start of a space combat, you may roll 1 die for each of up to 2 of your cruisers of destroyers in the system. For each result equal or greater than that ship's combat value, produce 1 hit; your opponent  assign it to 1 of his ships
>
>_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 
>
>**Special units**
>
>_Fourth Moon_ (flag ship): cost 8, combat 7(x2), movement 1, capacity 3; 
>>sustain damage; 
>>
>>enemy players ships in this system cannot use sustain damage 
>
>**Race tech**
>
>_Mirror Computing_ (yellow; req. YYY): When you spend trade goods, each trade good is worth 2 resources or influence instead of 1. 
>
>_Salvage Operations_ (yellow; req. YY): 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. 
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