Hope's End — 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 — 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 — 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 — 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.
Discordant Stars / Uncharted Space Planets
Silence — 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 — 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 — 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 — 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, 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.