143 of 143 planets
Resources
5
Influence
0
This elusive energy-rich planet was the desperate destination of the secret Lazax diaspora. Now, it is a technological nightmare.
Resources
1
Influence
0
A temperate planet whose low gravity allows for stunningly tall mountain ranges. Serves as a stop-over for trade routes to the nearby Vorish Cluster.
Resources
3
Influence
0
Its thick, complex atmosphere is inhospitable to most races, but Abyz is known for its seemingly endless natural reserves of rare minerals and precious metals.
Resources
2
Influence
3
Populace lives on continent-sized fungal rafts that float atop a soupy, world-spanning ocean of useful bio-compounds. Popular research site for biologists.
Resources
4
Influence
0
Once a dusty, dead world concealing a portal to Ixth. Now, a gravity rift has shattered the world, creating a labyrinth of strange energies and tumbling shards of rock.
Resources
4
Influence
2
The mysterious world discovered by the Crimson Rebellion is just as impossible in physical space as its sister planet, Creuss. Initially uninhabited, the world has begun to foster life—of a sort.
Resources
1
Influence
1
Wet planet covered in rivers, lakes, and small seas, but no oceans. Dry poles provide haven from constant floods. Numerous farms famous for luxury foodstuffs.
Resources
1
Influence
1
Located deep in Shaleri space, the formerly isolated shikrai outpost on Andeara serves as a key access point to those wishing to do business with the Creuss
Resources
2
Influence
0
High rotational speed creates extremely energized magnetosphere. Orbital taps use this to energize starship fuels, and power labs developing new beam weapons.
Resources
4
Influence
0
Below the thin surface atmosphere lie the continent-sized caverns of the Letnev. Rich in metals and energy, its vast fungus fields struggle to feed its population.
Resources
2
Influence
3
Populated by small arboreal villages, this planet's only true urban center is the royal city of Kklaj. The Xxcha home world and home to the renowned library of Xuun.
Resources
1
Influence
1
Ravaged by Sol and Letnev bombardments during the Twilight Wars. The Xxcha commit substantial resources to rebuilding its ecology and cleansing its toxic continents.
Resources
1
Influence
3
A former Xxcha colony, its extremely low temperatures create exotic molecular compounds that give the world its famed violet hue. Orbital facilities use the compounds in high-energy stardrive research.
Resources
4
Influence
4
Cold and still, with a surface buried beneath kilometers of ice. A few smuggler bases dot the surface, but Sumerian Station circles the planet, making it a vital trading destination.
Resources
1
Influence
2
Isolated planet poor in resources but rich in natural beauty. Boasts many exotic resorts frequented by the rich and famous of the galaxy.
Resources
2
Influence
1
Lush, green world that is renowned for some of the most fertile soil in the galaxy. Dominated by endless fields and the processing facilities of large agricultural firms.
Resources
2
Influence
0
Also called the "Moving Sand." The desert home of the Hacan Mowshir trade families and the great orbital trading ports of Haal, Shimax, and Dry Wind.
Resources
2
Influence
0
Covered in boggy landmasses and shallow seas. Algal blooms provide rich biomass for processed foods, but create smelly (and often toxic) offgassing.
Resources
3
Influence
1
Heavy grav world and former Sol colony famed for squat, strong inhabitants and strategic location. Visitors need support exoskeletons to move on the surface.
Resources
1
Influence
1
Lighter than its companion worlds, Avar is riddled with caverns. The majority of the Atharal Torus lives in the bustling aeries within, sheltered from the radiation bursts emanating from nearby Phorus.
Resources
2
Influence
0
ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token.
The first artificial world of this galactic age
Gain your breakthrough as the Muaat player, or take control of the planet from Muaat once they have unlocked it.
Resources
3
Influence
2
Dry, rocky deserts stretch from pole to pole. Shield cities protect against sandstorms while supplying nomadic harvester crawlers that mine the barrens for salt compounds.
Resources
1
Influence
2
Once devoted to war, Bellatrix was thoroughly demilitarized and now espouses a pacifist philosophy
Resources
3
Influence
1
A frozen world that is inhospitable to most races. Indentured laborers risk attacks from arctic sharaks in the infamous Iodinium mines.
Resources
3
Influence
0
The green zones maintain a stable atmosphere, but Capha's lack of a magnetosphere means that its breathable air is swiftly stripped by cosmic wind
Resources
0
Influence
2
Small cities huddle on the shores of the single ocean and avoid the arid continental interiors. Mentak ships hunt departing vessels carrying bespoke cybernetics.
Resources
1
Influence
3
Venerable world with few resources but a rich history. Site of important treaties between several races during the Twilight Wars.
Resources
3
Influence
0
Witness the end of a world, piece by glittering piece
In The Fracture. Guarded by 2 cruisers and 2 infantry; gain a relic when you gain control of it.
Resources
2
Influence
0
A remote and sparsely settled Naaz-Rokha world destroyed during early entropic field tests. Now mining corporations harvest metals from the shattered core.
Resources
1
Influence
2
Former garden world that has subsequently enjoyed increased industrialization. Home to the esteemed Free Worlds Academy of Military Science and Research.
Resources
0
Influence
1
The techno-anchorites of the Grovian Order forbid mining of their "sacred planet" but the world is so toxic few would try anyway
Resources
4
Influence
2
Trapped between matter and void lies the realm of Creuss. Made of trapped light and radioactive gas, this realm hosts the most peculiar forms of life.
Resources
2
Influence
1
Although they spend most of their time working in the deep mines, the people of Cronos revere their beautiful sky. Its dense clouds cannot quite hide the luminous rings that shine every night.
Resources
3
Influence
0
The night sky is a deep black, unbroken by any star. During the day, the clouds are an unvarying gunmetal grey.
Resources
2
Influence
2
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."
Custodia Vigilia. The fully realized seat of the Keleres. A veritable fortress in the heart of Mecatol City. Ten thousand people come and go daily, and the Keleres see them all.
Gain your breakthrough as the Council Keleres player.
Resources
0
Influence
2
A populous planet whose resources have been severely depleted. Well-educated citizenry and many universities, but dependent on foreign imports.
Resources
4
Influence
4
Darien is the heart of the Brotherhood's realm. Here, within the great Monastery of Lucas, rests the Yin, the holy egg from which all the Brotherhood were made.
Resources
3
Influence
1
Despite its oversized poles, one of the most beautiful of planets. Its flowered steppes, violet mountains, and glowing forests are famous across the galaxy.
Resources
2
Influence
0
El'nath's local magnetic field is so strong that metallic objects are repelled towards the sky. Specialized tools are required for mining and industrial operations
Resources
4
Influence
1
Larger than a thousand terrestrial planets, Elysium is an artificial shell-world built around the powerful singularity in its hollow heart. Its surface is covered in calm seas and cultivated plains.
Resources
0
Influence
2
You may exhaust this card at the end of your turn to ready another component that isn't a strategy card.
The legendary ruins on Emelpar's moons must certainly date to before the Lazax, but no other trace of this vanished civilization remains
Resources
3
Influence
1
Ancient world of red seas and bare rocks. Locals live in wondrous nano-carbon cities built by a mysterious ancient race, and mine nearby nebulae for rare gases.
Resources
1
Influence
3
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.
Faunus is ecologically rich, which supports the controversial biogenetics research of the Maxis order
Resources
2
Influence
0
Brutally cold ice world populated only by a few scattered mining camps. Despite brutal climate, highly prized for its deposits of rare ores used in starship drives.
Resources
2
Influence
1
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.
Once an Imperial dumping ground, the mixture of mineral and chemical waste on Garbozia has become a resource - and a hazard - of its own
Resources
1
Influence
1
Backwater planet with modest resources and an unassuming populace. Most noted for the reliable and affordable vehicles produced in its factories.
Resources
1
Influence
0
Overfarming devastated Hercalor's biosphere. Now the planet is a haven for rogues and pirates
Resources
1
Influence
1
Also called the "Fire Sand." Seat of the Quieron, the Hacan council, and the Sword Fleet. Harbors the greatest of the famous Hacan moving cities.
Resources
3
Influence
0
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.
Buried in the Ichal Nebula. The Lazax used the toxic wildlife and fierce aurora storms to train their troops. Even now, volatile weapon caches remain hidden beneath its sands.
Resources
1
Influence
2
Horizon's biomes are heavily stratified by elevation, with shallow seas, lowland forests, and arid, rocky highlands. Strong air currents at higher altitudes may be responsible
Resources
4
Influence
4
With over a million small islands and shallow, warm seas, Ikatena is considered a paradise by many species. Its recent Mahact occupation has left the once-peaceful planet scarred, but resolute.
Resources
2
Influence
0
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.
With an unusually strong planetary magnetosphere, Industrex also sports an active and quite beautiful atmosphere full of auroras
Resources
3
Influence
5
A dry, dead world of black volcanic mountains and molten seas of lava. The great necropolis of Aior Dol Gorgos on the Plateau Imperia is the only evidence of civilization.
Resources
2
Influence
3
Heavily industrialized world. Pollution has killed all life outside of dome cities, but twin suns provide constant power for factories and huge population.
Resources
1
Influence
2
Covered by cold oceans and a few inhospitable islands. The seat of the Headmaster, the Hylar ruler, who dwells in the deep underwater city of Wun-Escha.
Resources
4
Influence
2
Distinctly seasonal, with the greatest variety of climates and ecologies in the galaxy. The Federation of Sol rules the Jord humans from the great city of New Moscow.
Resources
0
Influence
1
Also called the "Dream Sand." The least populated of the Hacan planets, but the center of Hacan mythology and religion. The only known source of starflowers.
Resources
0
Influence
1
Kostboth is an infant planet, not yet cooled from its formation. A tiny community of poets and scientists lives in orbit, chronicling the planet's first era.
Resources
2
Influence
1
A heavily irradiated world known only for its dust mines. Recently, a massive "tomb" of dormant Titans was discovered in the southern hemisphere.
Resources
1
Influence
0
The only inhabited world in a forgettable system. Few native resources and only rudimentary, often underdeveloped, industries.
Resources
2
Influence
2
Once a subsector capital, Lazul Rex has somehow endured the Twilight Wars unscathed with a fully functional government and economy
Resources
0
Influence
3
Its twin space elevators are marvels of engineering, but industry on the planet came to a grinding halt when local spacetime collapsed
Resources
2
Influence
1
Lesab is either a resounding success or dangerous failure of terraforming, with its surface now dominated by a semi-sentient fungus
Resources
0
Influence
2
A planet riven by disaster, awaiting the final calamitous blow
In The Fracture, sharing a system with Phlegethon. The pair is guarded by 1 carrier, 4 fighters and 1 infantry on each planet; gain a relic when you gain control of it.
Resources
2
Influence
3
Covered in vast swamps and fetid bogs. Home to rare biochemical compounds unique to its marshlands used in everything from exotic foods to biogenic drugs.
Resources
2
Influence
2
Primordial world with primitive native life. Potential for terraforming led to the infamous genocide of Saar settlements by Sardakk N'orr, and ongoing conflict between them and Naalu forces.
Resources
1
Influence
0
The crystal caverns of Lisis II are the source of most of the Jorun colonists' water and foodstuffs. Notable for the great crescent-shaped valley of Gavar.
Resources
3
Influence
1
Wealthy planet ruled by powerful biotech consortiums. Rumored to harbor hidden caches of outlawed bacterial weapons.
Resources
1
Influence
2
Cold and wracked with violent storms, Loki still hosts several Yssaril and human colonies, some of which have engaged in escalating shadow-conflicts.
Resources
1
Influence
2
Wreathed in vast seas of methane ice. Sea floor drilling platforms harvest rare crystals used in advance computers and energy weapons.
Resources
3
Influence
1
A mid-sized gas giant with unusually rich gas clouds, Luthien VI's populace live in floating cities in a narrow habitable zone just below the outer layer
Resources
0
Influence
2
Mostly pungent marshland and mudplains. Original world of the Naalu race, which now enslaves the winged Miashan to work its great iron-extraction plants.
Resources
0
Influence
3
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.
Trapped in a space believed to be beyond our universe, a shimmering world of strange energies and disconcerting warping of physical laws sitting at the heart of a strategically vital wormhole nexus
Resources
1
Influence
6
Once a splendid place, now a sad devastated wasteland. Only the radiation-shielded Mecatol city, the seat of the powerful Galactic Council, remains habitable.
Resources
1
Influence
6
You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.
Once a splendid place, now a sad devastated wasteland. Only the radiation-shielded Mecatol city, the seat of the powerful Galactic Council, remains habitable.
Resources
0
Influence
4
Hellish world immolated in the inferno of its nearby sun. Famed for the fiery majesty of its surface when viewed from the safety of its many orbital stations.
Resources
1
Influence
3
Unstable radiation belts create hazardous living conditions but facilitate research in the electro-quantum propulsion technologies.
Resources
0
Influence
2
Poor in natural resources but rich in exotic plant and animal life. Protected as a planetary xenological garden and lifeform preserve.
Resources
2
Influence
1
The great cities of Mez Lo Orz Fei Zsha cover most of the surface in their concentric, well-organized rings. Each city is owned and operated by its own massive corporate-consortium.
Resources
1
Influence
2
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.
Exists on no known charts and appears deserted to those who stumble across it. However, secretive locals live in cloaked cities heavily defended by swarms of starfighters
Placed in a system by use of the Mirage frontier exploration card.
Resources
4
Influence
1
In places lush and rich, in others a barren wasteland. This old Lazax penal colony has prospered under the rule of the governing Mentak Coalition.
Resources
4
Influence
0
Mined to its bones by the virulent Nekro, Mordai II is reinforced by graviton energy beams that barely keep the world from collapsing in on itself.
Resources
4
Influence
1
The fiery surface of Muaat is uninhabitable to most races. It is home to the Gashlai, and only here can they live outside of their cumbersome ember suits.
Resources
2
Influence
1
A small planet of high mountains and deep, narrow seas. Cities and vertical farms burrow into cliff faces, while orbital factories produce high-tech consumer goods.
Resources
2
Influence
3
Covered by mild oceans and a small archipelago called The Reef by off-worlders. The Circle of Regents makes its home in the underwater city-school of Nuun-Dascha.
Resources
3
Influence
2
The fungal world of Nestphar is home to the symbiotic Arborec. Nestphar's orbit is filled with Flaah spores that extend its Symphony.
Resources
1
Influence
1
Rare atmospheric composition and biochemistry support lifeforms unlike any others in the galaxy.
Resources
1
Influence
1
Explorers were surprised to discover that this apparently lifeless rock has a rich fungal ecosystem in its interior, eating radiation from the planetoid's heavy metal core
Resources
2
Influence
1
Olergodt's dozen moons create dramatic and dangerous tides, but also host a bustling mining industry
Resources
1
Influence
1
Built by the Kieros and refitted by the Hylar, Oluz Station consists primarily of flooded compartments for aquatic species
Resources
0
Influence
0
You may exhaust this card when you pass to draw 1 action card and gain 1 command token.
The Nekro Virus consumed this former Naaz-Rokha colony virtually down to its bedrock. Restoration efforts have only begun to restore its ravaged biosphere.
Resources
2
Influence
1
Former garrison world with fond memories of the Lazax. Maintains formidable military with informal ties to the Winnu. Perpendicular rings make orbital navigation difficult.
Resources
1
Influence
2
A ruined planet for a ruined universe.
In The Fracture, sharing a system with Lethe. The pair is guarded by 1 carrier, 4 fighters and 1 infantry on each planet; gain a relic when you gain control of it.
Resources
2
Influence
1
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.
Large temperate world. Site of several pitched battles during the Twilight Wars due to valuable osmium deposits and a well-educated populace.
Resources
2
Influence
1
Since the discovery of the Beta Wormhole, this temperate planet with two continents and one large ocean has been a haven for traders and smugglers alike.
Resources
1
Influence
2
After the Twilight Wars, existed for centuries as a near-utopia of scattered communal farms free from governmental interference.
Resources
3
Influence
1
Enormous and oceanless. Not only the largest planet supporting sentient life, but also the one with the least moisture. Home to the Sardakk N'orr hive-cities.
Resources
2
Influence
1
The capital colony of the Saar and the epicenter of the Saar religion. Also called "Ragh's Call" by the Saar.
Resources
0
Influence
3
Large, populous world with three distinctive moons renowned for its biomodification clinics and cyber boutiques.
Resources
1
Influence
3
Arid and desolate except along its equatorial sea, the Ral Nel birth world has escaped the worst depredations of industrialization. The cities along the coast balance modern amenities with natural beauty.
Resources
2
Influence
0
Poor in natural resources, but a nearby nexus of major trade routes has brought it increasing wealth as interstellar commerce has intensified.
Resources
2
Influence
3
A mix of tundra, swamps, rivers and dense forests. Home to the mysterious, chameleonic Yssaril, whose capital Wueca has eluded all attempts at cartography.
Resources
1
Influence
2
Hanging like a cathedral above Ordinian, the space station Revelation was constructed practically overnight to serve as the Last Bastion's military and economic hub.
Resources
0
Influence
1
Hot, innermost world of the Rigel system. Cities and native life cluster inland from the heavily alkaline oceans.
Resources
1
Influence
2
Temperate world with expansive oceans. Covered in estates and resorts for the system's elite, with extensive fisheries that feed much of the rest of the system.
Resources
1
Influence
1
Outermost world of the Rigel system, and extensively settled despite cooler temperatures. Boasts a diverse range of industries and research institutions.
Resources
1
Influence
2
Terraformed by comet-drops and Alliance biotech into a cool world with alpine forests and stormy seas. The city of Dormont Vault boasts the famous Exotic Energies Institute.
Resources
2
Influence
1
Jungle planet plagued by dangerous predators such as the arboreal razeden. Home to many exotic biochemicals and natural pharmaceuticals.
Resources
2
Influence
2
Prosperous planet with large native population and substantial industry. Extreme axial tilt results in long day-night cycle that some races find uncomfortable.
Resources
3
Influence
2
Home to the Semanora, and heavily damaged in the Twilight Wars. Rusting warship hulks litter the rad-deserts, making it a war memorial and salvage site.
Resources
1
Influence
2
Covered with tundra, wetlands, and rainforest, much like its sister-planet Retillion. Home to Mojeb, the only major Yssaril city catalogued by off-worlders.
Resources
0
Influence
2
World covered in frozen, cesium-laced oceans. Archives buried deep beneath the surface use the cold to preserve relics and operate massive computers.
Resources
3
Influence
1
Large planet with eight small moons that supply a wide range of valuable resources. Acidic rains and toxic storms make it an unappealing destination for tourists.
Resources
4
Influence
0
When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.
Where light goes to die
Acquired by taking control of its system once The Fracture has been introduced. You must defeat the neutral units assigned to it before you can take control of the planet.
Resources
1
Influence
2
Tallin's two oceans never intermix, completely separated by its main continent. They have unique chemical compositions and distinct biospheres.
Resources
1
Influence
1
Small, isolated planet with small population and modest resources. Most famous for its delicious avinberries.
Resources
1
Influence
2
Visitors are encouraged to wear UV-filtering eye protection at all times, which also color-corrects the vibrant planet to a more neutral palette
Resources
1
Influence
1
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.
The frozen halo in Tempesta's sky is a potent fuel for reaction drives. The planet itself is virtually uninhabitable
Resources
2
Influence
0
Desolate planet transformed into weapons testing facility for large defense consortiums.
Resources
3
Influence
4
A massive nebula dominating the skies of many core worlds. Thick clouds of dust obscure its heart, a lightless refuge where Empyrean ships have congregated for millennia.
Resources
1
Influence
1
Sporting methods of construction found nowhere else in the known galaxy, the Watchtower's origin is unknown. Some of its occupants have been standing watch there for countless generations.
Resources
1
Influence
1
Burdened by overpopulation and low mineral content in the planetary crust. Historically used as a staging world for deep-space exploration and trade.
Resources
5
Influence
1
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.
Lightning arcs between the stone spires of the planet. The constant storms give Thunder's Edge its name.
Unlocked when the final expedition is completed. Once unlocked, it can be taken control of as usual.
Resources
1
Influence
2
Blessed with both a productive biome and exploitable mineral wealth, Tiamat is peaceful but surpirisingly uninterested in galactic affairs
Resources
2
Influence
1
"Oceans" of black sand drift in the lowlands, forcing industry and most of the planet's biome to the frigid highlands
Resources
0
Influence
3
Populous planet almost completely dependent on foreign imports to sustain the extravagant lifestyles of its citizens.
Resources
1
Influence
0
Icy and desolate. Other than the ferocious snow dracs and the rare icemoon flowers, life is restricted to the N'orr boomtowers and ice mines.
Resources
1
Influence
1
The people of Bellatrix converted Tsion Station into a haven for refugees in order to atone for their past warmongering
Resources
2
Influence
0
Valk contains lodes of rare minerals and metals within its crust. Skyhooks bring ore shipments up from the surface to the open-air shipyards in orbit.
Resources
2
Influence
2
Massive, rocky world cursed with extreme gravity. Underground cities support advanced research in antigravity technologies.
Resources
2
Influence
1
Most of the population resides in orbital habitats supporting mining operations in the planetary ring. Surface colonization limited due to oceanic macrosquid infestations.
Resources
1
Influence
2
Famous for extremely shallow seas covering most of the surface and for the renowned Vega Propulsion Corporation. Stilt cities host vibrant multi-species populations.
Resources
2
Influence
1
Barren world of windswept rocks and thick, murky oceans. Lack of local lifeforms allows corporations to strip-mine the surface and test orbital kinetic weapons at the poles.
Resources
2
Influence
3
The atmosphere on Vira-Pics III is so dense that no trace of the rugged civilization clinging to life on the planet's surface is visible from orbit
Resources
0
Influence
2
This icy world is wreathed by powerful storms, forcing inhabitants to live underground in geothermal vents. Pacifistic locals award yearly "peace prizes" to peacemakers across the galaxy.
Resources
1
Influence
2
Sky cities suspended in helium-rich atmosphere more noted for fantastic views than the small quantities of exotic elements harvested by their chemical mines.
Resources
3
Influence
4
The shining cities of the Winnu are the last places where authentic Lazax art and culture are still revered.
Resources
2
Influence
1
Arid, windy, and populated primarily by predatory Daartar hounds. The Barony utilizes large swaths of its northern steppes for low-yield agriculture.
Resources
0
Influence
1
Rebelled during the end of the Lazax Empire, and was bombarded to ash by a Lazax fleet as an example. Left by the Galactic Council as a memorial to Lazax tyranny.
Resources
1
Influence
1
Known for genetically complex native lifeforms adapted to tainted atmosphere and biochemistry.
Resources
0
Influence
2
The smallest of the three planets in the Atharal Torus, Ylir is covered in kilometers of water. The Murmeration meets in platform cities that drift with the currents.
Resources
3
Influence
1
Known for its highly intoxicating Zohlian whiskey and the planetary space elevator that links the surface with orbital stations and shipyards.