Toggles and boosts that trade energy for an edge. Some are built into specific ships.
Hold for a temporary speed boost to chase down a target or escape a losing fight. It eats 350 a second out of your energy recharge, so most ships lose energy while it burns, and long burns leave you low; a ship with a high recharge can just about keep up. You can fire your guns and cannon as usual while it burns.
Cloak
C
Vanish from enemy screens to set up an ambush; you still show on their minimap. It only switches on at full energy, and it drains more than you recharge. Firing any weapon or using an item drops it, and it then stays off for five seconds, full energy or not; a Rocket or a Portal only moves you, so those keep it. Taking a hit drops it too. Only the Arachne and the Shade can cloak.
Stealth
G
Drop off the enemy minimap while staying visible on screen. You stop recharging while it is on. Any ship can pick it up, and the Shade starts with it.
X-Radar
X
Shows stealthed enemies on your minimap. It costs three quarters of your energy recharge while it is on. Any ship can pick it up, and the Arachne starts with it.
Anti-Warp
V
While it is on, no other ship within a wide ring around you can warp out, so a beaten enemy can't escape. Everyone can see the ring. It costs energy while it runs; any ship can pick it up.
Multifire
M
Spreads your bullets into a wider pattern of three. Each bullet hits as hard as ever, but a volley costs three times the energy (four times on the Griffon). Better coverage against evasive targets; best in close dogfights.
See Mines
F
The Hydra's own: while it is on, every mine nearby shows on your minimap, enemy mines included, so you can read a minefield before you fly into it.
The Icarus's own: while it is on, your guns and cannon fire backward instead of forward, at the usual energy, and their kick pushes you on. Bullets meet anyone chasing you at full speed, and rear bombs hang in your wake as traps.
Ice Bombs and Ice Mines
Tab
+E
The Cerberus's bombs and mines freeze a ship's energy recharge for a moment on a hit, so a frozen pilot can't shield up again.
Rockets
3
A five-second speed burst, faster than the afterburner and free of its energy cost. Every ship launches with three, and green prizes give more: use them to close distance, escape, or cross the map.