Firearms are optional weapons for a campaign, though they are a prerequisite for having the Gunslinger class in your game. They can only be wielded by classes with Firearms proficiency, and otherwise just function like a club would (1d4 bludgeoning simple weapon). All firearms can be loaded before firing, even on a different turn, but they take up a regular action to do so.
|Revolver||10 gp||1d6 piercing||5 lbs||Ammunition, ranged (30/60), Light|
|Shotgun||15 gp||1d6 piercing||6 lbs||Ammunition, ranged (15/30), Special, Two-Handed|
|Sniper||20 gp||1d10 piercing||12 lbs||Ammunition, ranged (60/120), Special, Two-Handed|
Revolver: Revolvers may hold up to 6 bullets in a clip at once, equal to 6 bullets per reload.
Shotgun: The shotgun fires 3 bullets in a 15 ft. foot cone. Each shot deals 1d6 damage. Shotguns can hold two shells per clip, equal to 6 bullets per reload.
Sniper: Snipers may only hold one bullet in a clip. If a Sniper scores a Critical Hit, then the first dice roll for damage is maxed. (e.g. a crit would do 10 + 1d10 damage)