Leadhead (similar to Marksman, but more dynamic)
+15%/+30%/+45% damage on each consecutive headshot
-15% damage otherwise
Miss or non-headshot hit resets the ramp-up
Bunker
+10%/+20%/+30% damage when crouching still
-5%/-10%/-15% damage otherwise
Bulldozer
+5%/+10%/+15% damage
-50%/-75%/-100% damage reduction to armored targets
Incendiary (basically Bleed, but better)
20%/40%/60% chance to set the target on fire on hit for 5 seconds
-20% damage
Speaking of Bleed - currently it has (to my knowledge, might be wrong) 20%/33%/50% chance to cause the target to bleed for 5 seconds on hit and passive -33% damage. There is little to no point in using it when there are mods such as Destruction, Rumble or Marksman to be used in its place. At first, the 33% damage reduction is a lot and it should be decreased. Not too much of course, but decreasing the reduction from -33% to -20% might be a good starter. Also, the chances could see a little rise-up, like 20/40/60 suggested in Incendiary.
+15%/+30%/+45% damage on each consecutive headshot
-15% damage otherwise
Miss or non-headshot hit resets the ramp-up
Bunker
+10%/+20%/+30% damage when crouching still
-5%/-10%/-15% damage otherwise
Bulldozer
+5%/+10%/+15% damage
-50%/-75%/-100% damage reduction to armored targets
Incendiary (basically Bleed, but better)
20%/40%/60% chance to set the target on fire on hit for 5 seconds
-20% damage
Speaking of Bleed - currently it has (to my knowledge, might be wrong) 20%/33%/50% chance to cause the target to bleed for 5 seconds on hit and passive -33% damage. There is little to no point in using it when there are mods such as Destruction, Rumble or Marksman to be used in its place. At first, the 33% damage reduction is a lot and it should be decreased. Not too much of course, but decreasing the reduction from -33% to -20% might be a good starter. Also, the chances could see a little rise-up, like 20/40/60 suggested in Incendiary.