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Planets & Systems

Legendary Planets

Mecatol Rex

1/6
The Galactic Council
You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.

Thunder's Edge

5/1
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.

Styx

4/0
A Song Like Marrow
When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.

Ordinian

0/0
4X4ID "Hyperion" VI
You may exhaust this card when you pass to draw 1 action card and gain 1 command token.

Avernus

2/0, Hazardous
The Nucleus
ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token.

Emelpar

0/2, Cultural
The Acropolis
You may exhaust this card at the end of your turn to ready another component that isn't a strategy card.

Faunus

1/3, Industrial
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.

Garbozia

2/1, Hazardous
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.

Industrex

2/0, Industrial
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.

Tempesta

1/1, Hazardous
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.

Hope's End

3/0, Hazardous
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

Primor

2/1, Cultural
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

Mallice

0/3, Cultural
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

Mirage

1/2, Cultural
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

Custodia Vigilia (Keleres)

2/3
Custodia Vigilia
While you control Mecatol Rex, it gains SPACE CANNON 5 and PRODUCTION 3. Gain 2 command tokens when another player scores VP using imperial

Anomalies

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.

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.