Planets & Systems

Legendary Planets

15
  • Hope's EndRes 3Inf 0

    Imperial Arms Vault You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card

    Acquired by taking control of their systems as usual.

  • PrimorRes 2Inf 1

    The Atrament You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control

    Acquired by taking control of its systems as usual.

  • MalliceRes 0Inf 3

    Exterrix Headquarters You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods

    Acquired by taking control of the Wormhole Nexus.

  • MirageRes 1Inf 2

    Mirage Flight Academy You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships

    Placed in a system by use of the Mirage Frontier Card.

  • Custodia Vigilia ΩRes 2Inf 2

    Custodia Vigilia While you control Mecatol Rex, it gains SPACE CANNON 5 and Production 3. Gain 2 command tokens when another player gains a victory point using the second clause of "Imperial."

    Gain your breakthrough as the The Council Keleres player.

  • Mecatol Rex ΩRes 1Inf 6

    The Galactic Council You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.

    Acquired by taking control of its systems as usual.

  • Thunder's EdgeRes 5Inf 1

    Jupiter Brain Gain your breakthrough when you gain this card if you do not already have it. You may exhaust this card at the end of your turn to perform 1 action.

    Unlocked when the final expedition is completed. Once unlocked, can by taken control of as usual.

  • StyxRes 4Inf 0

    A Song Like Marrow When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.

    Acquired by taking control of its systems once The Fracture has been introduced. Must defeat the neutral units that are assigned to it before you can take control of the planet.

  • OrdinianRes 0Inf 0

    4X4ID "Hyperion" VI You may exhaust this card when you pass to draw 1 action card and gain 1 command token.

    One of the starting planets of Last Bastion. Can be taken from them as usual.

  • AvernusRes 2Inf 0

    The Nucleus ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token.

    Gain your breakthrough as the Muaat player or take control of the planet from Muaat once they have unlocked it.

  • EmelparRes 0Inf 2

    The Acropolis You may exhaust this card at the end of your turn to ready another component that isn't a strategy card.

    Acquired by taking control of its systems as usual.

  • FaunusRes 1Inf 3

    Maxis Central Control You may exhaust this card when you pass to gain control of a non-home, non-legendary planet that contains no units and has no attachments.

    Acquired by taking control of its systems as usual.

  • GarboziaRes 2Inf 1

    Dok 'N Pic's Salvage Yard You may exhaust this card when you pass to place 1 action card from the discard pile faceup on this card; you can purge cards on this card to play them as if they were in your hand.

    Acquired by taking control of its systems as usual.

  • IndustrexRes 2Inf 0

    Aeurex Mechanica You may exhaust this card when you pass to place 1 ship that matches a unit upgrade technology you own from your reinforcements into a system that contains your ships.

    Acquired by taking control of its systems as usual.

  • TempestaRes 1Inf 1

    Ionian Fuel Refinery You may exhaust this card after you activate a system to apply +1 to the move value of 1 of your ships during this tactical action.

    Acquired by taking control of its systems as usual.

Anomalies

5
  • Asteroid Field

    A ship cannot move through or into an asteroid field.

  • Nebula

    A ship cannot move through, but may move into a nebula. A ship cannot move into a nebula unless it is the active system (i.e. it cannot be the destination of a Retreat, Skilled Retreat or similar effects) If a space combat occurs in a nebula, the defender applies +1 to each combat roll of their ships during that combat. A ship that begins the “Movement” step of a tactical action in a nebula treats its move value as “1” for the duration of that step (this move value may still be increased by other means).

  • Supernova

    A ship cannot move through or into a supernova.

  • Gravity Rift

    A ship that will move out of or through a gravity rift at any time during its movement, applies +1 to its move value (This can allow a ship to reach the active system from farther away than it normally could). For each ship that would move out of or through a gravity rift, 1 die is rolled immediately before it exits the gravity rift system; on a result of 1–3, that ship is removed from the board. Dice are not rolled for units that are being transported by ships that have capacity. Units that are being transported are removed from the board if the ship transporting them is removed from the board. Units that are removed are returned to the player’s reinforcements. A gravity rift can affect the same ship multiple times during a single movement. A system that contains multiple gravity rifts is treated as a single gravity rift.

  • Entropic Scar

    All unit abilities cannot be used by or against units inside of an entropic scar. Text abilities are unaffected. Wormholes that would be placed inside of an entropic scar are discarded instead. At the start of the status phase, a player that has ships in an entropic scar can spend a token from their strategy pool to gain one of their faction-specific technologies.

Wormholes

5
  • Alpha and Beta Wormholes

    There are two basic types of wormholes: alpha and beta. Systems that contain identical wormholes are adjacent (e.g. alpha-alpha).

  • Delta Wormhole

    This wormhole is present on the Creuss Gate system tile and the Ghosts of Creuss home system tile It follows all normal wormhole rules

  • Gamma Wormhole

    The Prophecy of Kings expansion introduced an additional wormhole type - the Gamma Wormhole. The Wormhole Nexus initially contains only a gamma wormhole but when flipped contains an Alpha, Beta and Gamma wormhole. Gamma wormholes may be acquired by resolving certain cards in the exploration and frontier decks as well as one card in the Agenda deck.

  • Epsilon Wormhole

    This wormhole is present on the Rebellion Gate system tile and the Crimson Rebellion home system tile It follows all normal wormhole rules. However, other players' units that move or are placed into the Rebellion home system are destroyed.The Quann system, which contains a Beta wormholeThe Creuss Gate along with its Delta wormholeThe Crimson Rebellion Home System along with its Epsilon wormhole

  • The Wormhole Nexus

    The Wormhole Nexus is a special system introduced in the Prophecy of Kings expansion that is placed outside the main board setup (similar to the Creuss home system) and may only be accessed via a Gamma (γ) Wormhole. (Note: It is still counted as being on the Game Board for the Purpose of Cards and Abilities). At Game Setup, it is placed on its INACTIVE SIDE and contains the Legendary Planet Malice (see above), along with a Gamma Wormhole. The first time a player moves or places a unit into the wormhole nexus or gains control of its planet (Malice), the player flips it to its ACTIVE SIDE, which contains an Alpha, Beta and Gamma Wormhole (Thus it is now adjacent to any system with an alpha, beta or gamma wormhole). The wormhole nexus is on the edge of the game board for the purpose of scoring objectives.

Mecatol Rex

1
  • Mecatol Rex

    (Note: If playing with the Thunder's Edge expansion, Mecatol Rex has been changed to a legendary planet and is listed in the Legendary Planets page) Mecatol Rex is the planet placed in the center of the game board during setup. During setup, the Custodians Token is placed on Mecatol Rex. This token prevents a player from committing ground forces to land on the planet unless they spend six influence to remove the token. Once a player does remove the Custodians Token, they place it in their play area and gain one victory point. Since the galactic council can now convene on Mecatol Rex, the agenda phase is added as the last phase of each game round.