Legendary planets are special planets, introduced in the Prophecy of Kings expansion, that have significance within the Twilight Imperium game. They each have an associated ability listed on a special Legendary Planet Ability card.
Legendary planets are indicated by the following symbol:
Ability Cards[]
Legendary planets are notable as each has an associated legendary planet ability card. Furthermore, control of legendary planets is essential for some objectives.
- When a player takes control of a legendary planet, they also place its legendary planet ability card in their play area.
- If a player gains control of a legendary planet ability card from the deck, it is received readied.
- If a player gains control of an exhausted legendary planet ability card (e.g. taking it over from another player), it remains exhausted
- If a legendary planet’s planet card is purged, its corresponding legendary planet ability card is also purged
Expansions[]
Prophecy of Kings[]
The Expansion introduced 4 legendary planets.
Codex II: Affinity[]
The Codex II: Affinity relic Nano-Forge allows any non-home non-legendary planet to gain legendary status. Notably, there is no associated ability card.
Codex III: Vigil[]
Volume III introduced a new faction, The Council Keleres, whose faction technology I.I.H.Q Modernization allows them access to a unique legendary planet called Custodia Vigilia.
Note: this does not come with an associated system tile.
Thunder's Edge[]
Thunder's Edge introduced 9 new legendary planets, and also introduced and omega Mecatol Rex with legendary status.
List of Legendary Planets[]
| Planet | Trait | Res | Inf | Ability-Card Ability | Method of Acquisition | Flavor Text |
|---|---|---|---|---|---|---|
| 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 |
Acquired by taking control of their systems as usual. | 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. | |
| 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 |
Acquired by taking control of its systems as usual. | Large temperate world. Site of several pitched battles during the Twilight Wars due to valuable osmium deposits and a well- educated populace | |
| 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 |
Acquired by taking control of the Wormhole Nexus. | 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 | |
| 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 |
Placed in a system by use of the Mirage Frontier Card. | Exists on no known charts and appears deserted to those who stumble across it. However, secretive local live in cloaked cities heavily defended by swarms of starfighters. | |
| Custodia Vigilia |
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 Victory Points using imperial. |
Research the I.I.H.Q Modernization faction technology. | 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. | |
| Custodia Vigilia Ω |
2 | 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." |
Research the I.I.H.Q Modernization faction technology. | 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. | |
| Mecatol Rex Ω |
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. |
Acquired by taking control of its systems as usual. | ||
| 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. |
Unlocked when the final expedition is completed. Once unlocked, can by taken control of as usual. | ||
| 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. |
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. | ||
| Ordinian |
0 | 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. | ||
| Avernus |
2 | 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. | ||
| Emelpar |
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. |
Acquired by taking control of its systems as usual. | ||
| Faunus |
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. |
Acquired by taking control of its systems as usual. | ||
| Garbozia |
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. |
Acquired by taking control of its systems as usual. | ||
| Industrex |
2 | 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. | ||
| Tempesta |
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. |
Acquired by taking control of its systems as usual. |









