Once during the adventure, each of you can requisition a weapon with an item level up to your level +1 and a non-permanent-effect consumable with an item level equal to your level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during the final encounter. The weapon comes with a fully charged battery or full magazine.
You can roll twice on any one Computers check during a starship combat encounter, take the better result, and add a +4 bonus to the result. Alternatively, one of you can use this code on a ground mission, allowing that PC to count as being trained in Computers for one check (with the double roll and +4 bonus applied).
During a starship combat encounter, select any one successful starship weapon attack to count as a critical hit if it hits, even if the die result isn’t a natural 20.
Once during the adventure, when you use an Aid Token, they get two benefits instead of one, although cannot choose the same effect twice.
Once during a single starship encounter, you can force the crew of an enemy ship to take a –2 penalty to all Engineering and Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat round.
You can reroll one check to recall knowledge about any creature you encounter within the Scoured Stars. Alternatively, once during the adventure, you can instead activate this reward to gain a +2 bonus to each of your initiative checks for that encounter. You can choose to do this after rolling initiative but before the combat begins. If you use this reward against a creature you've identified with a skill check to recall knowledge, each PC gains a +4 bonus to their initiative check instead of the +2 bonus for activating this reward.