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Legendary IconTwilight Imperium 4 Legendary PlanetsLegendary Icon

Official Planets

Hope's End Hazardous — 3 / 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.
Mallice Cultural — 0 / 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.
Primor Cultural — 2 / 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.
Mirage Cultural — 1 / 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.
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.
Tempesta Hazardous Blue Tech Skip — 1 / 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.
Avernus Hazardous — 2 / 0
The Nucleus: ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token.
Emelpar Cultural — 0 / 2
The Acropolis: You may exhaust this card at the end of your turn to ready another component that isn't a strategy card.
Faunus Industrial Green Tech Skip — 1 / 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.
Industrex Industrial (Asteroid Field) Red Tech Skip — 2 / 0
Aeurex Machanica: 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.
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 an action.
Styx (Relic) — 4 / 0
A Song Like Marrow: When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.
Garbozia Hazardous — 2 / 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.
Ordinian / Revelation (Commodity) (Nebula) — 0/0 ; 1/2 (Last Bastion faction starting system)
4X41D "Hyperion" VI: You may exhaust this card when you pass to draw 1 action card and gain 1 command token.

Discordant Stars / Uncharted Space Planets

Silence Industrial — 2 / 2
Imperial Salvage Yard: You may exhaust this card at the end of your turn to place 1 cruiser from your reinforcements in any system that contains 1 or more of your ships.
Echo Hazardous — 1 / 2
Bi-Phasic Generators: You may exhaust this card at the end of your turn to place 1 frontier token in a system that does not contain a planet.
Tarrock Industrial — 3 / 0
Council Black Site: After an agenda is revealed, you may exhaust this card to predict aloud an outcome of that agenda. If your prediction is correct, draw 1 secret objective.
Prism Industrial — 0 / 3
Mystic Library: You may exhaust this card at the end of your turn and purge a non-faction, non-unit upgrade technology you own to gain 1 technology with the same number of prerequisites.
Domna Hazardous, Nebula — 2 / 1
Fractal Gate: You may exhaust this card at the end of your turn to remove 1 of your ships from the game board and place that unit in an adjacent system that does not contain another player’s ships.