Burn 5: Enter or leave Hyperspace, at the end of the round. Whilst in Hyperspace, you cannot be targetted by anything, nor target anything. Ships in Hyperspace are treated as "eliminated" when checking for game winners.
At the end of turn, steal 5 Energy from each opponent. This System is effective even below 0 Energy.
Opponents Attacking you must define their Attack as White or Black. Set your Defense against White and Black Attacks separately. Your Defense is doubled.
If you are reduced to 0 Energy, at the beginning of the next round, destroy this System and set your Energy to 30.