All Known Systems
(Sorted by Date, Oldest First)

Key : Attack Defence Sidekick Meta Misc
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.
Use once per game: You can survive going below zero Energy this round. At the end of the round, lose all of your Systems and continue play with 20 Energy.
Energy costs to use your ship's Systems are halved (rounding up).
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.
Spend 20 and Burn 5: You may not be Attacked next round.
Burn 5 and nominate a System: That System cannot be used next round.
Spend 10, no more than once per round: Neutron Bomb deals 50 Damage to all players (as if Attacking), next round.
Spend 10: At the end of the round, if you survive, set your Energy to a random value between zero and 100.
Spend 20: A chosen opponent's Attack must be at least 10 lower next round than it was during this. If their Attack was below 10, it must be zero next round.
Meteor Storm makes a 10-damage Attack against a random Ship, during each Resolution Phase.
When you win this System, you may buy copies of any of the other Systems on the table, by paying their Power Strength.
Add X to your Shields, each turn. X starts at zero and increases by 5 at the end of any turn in which you sustained damage.
Pick an opponent, after Systems have been assigned. Halve all Attacks from that Opponent that target you.
If you've not been eliminated by the end of the tenth round, you win the game.
Use once per game: Deal 500 damage to all ships that Attacked yours this turn, and to your own ship.
At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.
You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.
Spend 10: Put a 5-Energy sidekick craft into play.
If an opponent runs out of Energy in the same turn you Attacked them, gain their Systems.
Spend X: no System with Power Strength lower than X, except this one, is effective this round.
Spend X: All Attacks against you this round are reduced by X/2.
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.
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.
Throw X crew members into the furnace: +3X to all Attacks next round. The total crew expendable in this manner equals this System's System Strength.
Gain 50 Energy when you win this. You cannot assign Energy to Attack.
Spend 20 and choose an opponent: You gain copies of all of their Systems, for the duration of the next round.
Gain 10 Energy at the end of each round. If you sustain more than 20 Damage in a single round, you are eliminated.
You may not activate Systems during the first three rounds. At the end of the third round, gain 50 Energy.
Spend 10 and name two different opponents, once per turn: All Attacks and powers from the first against you are redirected to the second.
Spend X to secretly add X Boarders to a Ship (the moderator will not mention this value to other players). Any Ships can spend X to get rid of X Boarders, even if they don't know the Boarders are there. A Ship with more Boarders than Energy is considered to be controlled by the last surviving owner of the Boarding Party for purposes of winning the game.
At the end of the round, if no other Ships lost Energy this round, gain a Sidekick with 50 Energy.
Diverting Attack: Choose another Ship upon gaining this System. For the rest of the game until one of you dies, Attack that would go to 1 of you goes instead to the other. However, if both of you are in the final 2, this trait is ignored.
Once per round, spend 10 Energy to apply the same amount of Attack that you would have done to 1 Ship to 2 Ships instead.
Flaw. (All players pay their bids for this, except for the lowest bidder(s), who must take it and cannot discard it.) Spend X: take 3 times X less damage from this System this turn. This System deals damage to you equal to three times the current round each round. When the owner of Massive Black Hole is eliminated, each Ship who Attacked them that round gains a copy of it.
Burn 5: Prevent all damage to you from Attacks this turn.
Burn 5, once per round: All Energy costs (including Attack and Defense) are multiplied by 0.8. This stacks multplicatively. Fractional costs are rounded up.
Flaw. (All players pay their bids for this, except for the lowest bidder(s), who must take it and cannot discard it.) At the start of every round, lose 6 Energy if you have taken damage this game.
You may allocate an additional 10 Energy each round, split between any allocations (Defence, Attacking a specific Ship, or activating a System) that you made in the previous round.
Whenever an opponent's System deals damage to you or chooses you as its target, you gain a copy of it.
Once per round, you may activate one of your Systems with its activation cost reduced to zero.
Spend 1, once per turn: When activated, no Energy can be allocated to Attack, but you gain half (rounded down) of the Energy lost by the Ship that lost the most Energy at the end of this round.
v1.4, February 2020 - Game by Ben Wray - Site by Kevan Davis - See also BoardGameGeek