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 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 Modifier when firing Ship Weapons.
Accuracy Mod:
You gain +2 to your attack rolls, but you do not gain the benefit of a crit.
Crit Mod:
Crit chance is lowered by 1, but you have a -1 to all attack rolls.
Damage Mod:
You must reroll all 1's on your damage rolls, but the highest possible number on your damage dice does 0 damage.
Accuracy Mod:
Your miss window is reduced by 2, and you gain an additional range of 10 ft.
Crit Mod:
You gain +1 to your attack rolls, and can now crit. But you reroll the highest possible number on all your damage rolls. Crits equal double damage rolled.
Damage Mod:
You may reroll any 1 damage die, except 1's.
Reach Mod:
Increases reach of weapon by 5 ft., but lowers damage by 1 die. I.e. 1d8-1d6, 1d10-1d8, etc.
Crit Mod:
Crits on a 19 or higher, but after 5 critical hits or misses, will break.
Damage Mod:
Hits get 1 extra die of damage, but cannot crit.
Rapid Fire Mod:
You may shoot twice as 1 attack, but you roll with Disadvantage.
Crit Mod:
Your crits do an additional die of damage, but then jams. You must spend your bonus action to fix it.
Blast Mod:
Increased blast radius by ten feet, but halve damage dealt normally.