#1 Logistic
Right after your Crew action, if you gained 3 or more Tactics during your turn, you may resolve 2 entire Bonus actions on your turn instead of 1. This means that every other ability of this Cadet that affects Bonus actions can also be used twice on your turn.
Right after your Crew action, gain 1 Science for each of your Crew members on a ship with a different House affiliation. Reminder: The Revenant and Frigates don’t have a House affiliation.
#2 Sergeant
During an attack with a Fighter or Frigate, you may spend 1 Science (not more) to deal 1 extra damage for each Frigate (belonging to any player) and/or Fighter in your current sector, including the one you are boarding with your current Crew member. If you enter multiple sectors during your attack with a Fighter (using its Strafe), you may still only select a single sector to use this ability in.
See #1 Logistic.
#3 Miner
Right after Mining on a planet, you may gain 2 Materials.
See #1 Logistic.
#4 Spy
Right after your Crew action, if you have 5 or more Tactics, you may spend 2 Science to increase the rank of your Captain.
See #1 Logistic.
#5 Innovator
When using a Fighter, you may spend 1 Science to use the extra damage(s) from your played Frigate cards during this Fighter attack. Applicable Frigate cards are #10-15, 17, and 30. The damage from #12 Homing Torpedoes may be dealt in sectors adjacent to your Fighter. The damage from #30 Rift Disruptors requires the boarded Fighter (not Frigate) to be in a sector with a Rift. You only gain extra damage from these abilities, not resources or other bonuses.
See #1 Logistic.
#6 Trader
Right after using your Frigate, you may gain 2 of the same resources of a type that you already have. You don’t need to gain any new resources during your turn in order to use this ability.
See #1 Logistic.
#7 Empath
Right after you gain Influence with a House (when boarding a House ship or the Revenant) and as long as you have no more than 2 Influence with them, you may gain another 1 Influence with them. Do not count Hidden Influence into this limit of 2 Influence.
During a Provision effect (found on Arkships), you may gain 1 of the provided resource(s), or 1 Energy. Then you may place a Shield in your current sector, or an adjacent sector.
#8 Negotiator
Right after using an Arkship, you may lose 1 Influence by moving down one step on any of the seven Influence tracks. If you do, you may then gain 1 Influence with any House. You cannot discard a Hidden Influence card as a substitute. You cannot go below 0 on any track.
See #7 Empath.
#9 Alchemist
Right after using an Arkship, you may gain 2 Neutronium.
See #7 Empath.
#10 Quartermaster
Right after your Bonus action, if you have played any number of Operation cards during your Bonus action, you may play 1 Command card.
See #7 Empath.
#11 Engineer
Right after using an Arkship, you may spend 1 Material, 1 Energy, 1 Science, and 1 Neutronium to deploy a House ship (except an Arkship) in any sector.
See #7 Empath.
#12 Navigator
Right after your Crew action, you may select two different House ships (except Arkships) and move each 1 step with caution (see “with caution” on page 13 of the Rulebook).
During a maneuver with a Fighter, Dropship, or Frigate, you may take up to 2 extra movement steps.
Right after a maneuver with a Fighter, Dropship, or Frigate, you may gain 1 Energy for every 2 movement steps that you didn’t use. Count every single step you could have taken but forfeited, including the default 1 step provided by the maneuver itself, and any additional steps provided by all of your abilities. However, you may not count any steps outside of your maneuver (for example, your Strafe with a Fighter does not count). You gain the Energy at the end of your maneuver immediately, meaning you may be able to spend it in a subsequent attack or landing.
#13 Savant
Right after using your Frigate, you may gain 2 Science.
See #12 Navigator.
#14 Brawler
During an attack with a Fighter or Frigate, you may deal 1 extra damage.
See #12 Navigator.
#15 Tinkerer
Right after your Crew action, if the Crew member boarded a House ship, you may remove up to 2 damage from the same House ship, and/or you may gain 1 Material.
See #12 Navigator.
#16 Surface Analyst
Right after resolving a planet effect, you may draw 2 Operation cards.
See #12 Navigator.
#17 Protector
Right after your Crew action, if you destroyed 3 or more Voidborn ships in a single sector during that Crew action, you may gain Influence with a single House that has a ship in that sector. Voidborn ships destroyed directly or by attacking both count for this. You may not use this ability in multiple sectors in a single turn in order to gain more than 1 Influence.
See #12 Navigator.
#18 Fanatic
During an attack with a Fighter of Frigate, if there are any number of Voidborn ships in your sector, you may choose to place 1 Damage marker on a House ship in order to then deal up to 3 extra damage to the Voidborn ships. You cannot destroy a House ship using this ability, only fill their Damage slots. It is possible to place the Damage marker on ship and then forfeit the extra damages you gain.
#19 Undaunted
During a maneuver with a Fighter, Dropship, or Frigate, you may take up to 2 extra movement steps, and/or gain 1 Energy, and/or place 1 Shield in your sector. You can place the Shield in any of the sectors you visit during your maneuver, but not the ones that you only reach using your Fighter’s Strafe ability (page 17 of the Rulebook) during your attack.
See #14 Brawler.
#20 Tactician
Right after your Crew action, if you currently have 8 or more Tactics, you may gain Hidden Influence.
See #14 Brawler.
#21 Stalwart
See #14 Brawler.
In the Gain Corruption step of your turn if you have boarded a corrupted House ship, you may ignore the Corruption on the ship (i.e. not gaining the Corruption).
#22 Supplier
Right after your Bonus action, if you have played any number of Frigate cards during this Bonus action, then you may gain 2 Tactics. Do not count cards played during your Crew action.
During your Bonus action, a single time when you play an Operation card, you may spend 1 less resource on it, and then you may draw 1 Operation card. When taking the Affiliate Bonus action, you can draw the new Operation card from this ability before using the Affiliation bonus to play a second Operation card, or you can combine this ability with the Affiliation bonus to spend a total of 2 resources less on your played card. You can use this during any Bonus action as well, not just Affiliate.
#23 Hacker
Right after your Crew action, you may discard 2 Operation cards to gain Hidden Influence (limit to one time).
See #22 Supplier.
#24 Surveyor
Right after Mining on a planet, you may gain 2 Science.
See #22 Supplier.
#25 Reaper
During an attack with a Fighter or Frigate, you may deal 1 extra damage and/or up to two times, discard 1 Operation card to deal 1 extra damage.
See #22 Supplier.
#26 Salvager
Right after your Crew action, if there are no Voidborn ships in your sector, then you may gain any 1 resource.
Right after resolving a planet effect, you may gain any 1 resource and/or 1 Tactics.
#27 Electrician
See #26 Salvager.
During the Gain Corruption step of your turn if you have resolved a corrupted planet effect, you may ignore the Corruption of this planet effect (i.e. not gaining the Corruption).
#28 Purifier
Right after using your Frigate, you may contain a Corruption from your Frigate board.
See #26 Salvager.
#29 Channeler
During an attack with a Fighter or Frigate, you may, up to three times, spend 1 Energy to deal 1 extra damage.
Right after your Crew action, you may gain 1 Energy for each of your Cadet cards in play (attached to either of your Cadets, not just the one you are currently using).
#30 Shaper
Right after using an Arkship, you may spend 4 Energy to deploy a House ship (except an Arkship) in any sector.
See #29 Channeler.