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.
Spend 10: Make a separate strength-20 Attack. You may not use this System if you used it in the previous round, and not more than three times per round.
Power Damping/Dampening Field
Spend X: no System with Power Strength lower than X, except this one, is effective this round.
Spend X, where X this System's Power Strength: On your next turn, you may add X to your Attack. Cannot be used two turns in a row.