Primary Ability:
You are able to modify weapons. Using 10 minutes, you may modify a gun using the Weapons Modifications table.
Secondary Action:
You ignore the effects of 1/2 and 3/4 cover.
Bonus Action:
When you switch weapons as your bonus action, you can immediately take an extra attack with that weapon.
Social Ability:
You have advantage on Intellect checks relating to weapons.
Crew Ability:
You may add your Reflex level when firing Ship Weapons.