TEXT: 1
  
  General Rules
  These are universal rules for every gun found in this book.
  Akimbo. If you are proficient with firearms or ranged
  weapons and are wielding two light firearms or ranged
  weapons, after you fire one, you can use a bonus action to
  attack with another light firearm you are holding. You don't
  add your ability modifier to the damage of the bonus attack,
  unless that modifier is negative.
  Misfire (Optional Rule). This rule is made only for games
  where firearms are prominent, and you wish to emphasize
  inferiority of Primitive Firearms. These rules only apply to
  them in this instance.
  If you make an attack roll and the roll matches or is lower
  than a firearm's misfire number, (such as 2, for example), your
  gun jams. You cannot make an attack with it again until you
  spend an action to clear the chamber. Your firearm's misfire
  number then goes up by 1, to a maximum of 10. You can
  spend 1 minute and make a DC 10 + your gun's misfire
  number Dexterity(Tinker's tools) or Intelligence(Tinker's
  tools) check to reduce your gun's misfire number by 1, to a
  minimum of its original misfire number.
  Primitive Guns (Optional Rule). In games where firearms
  are prominent, you can use this optional rule. Primitive
  Firearms with the loading property are not properly built for
  combat. If you make more than two attacks with these
  weapons, the firearm's misfire number goes up by 1, to a
  maximum of 10.
  Reload & Long Load. Some ranged weapons can be fired
  a number of times before they must be reloaded. Ranged
  weapons with the reload property take a bonus action to
  reload its ammunition. Ranged weapons with the long load
  property take an action to reload its ammunition.
  If you wield two light ranged weapons with the reload
  property, you can reload them both at once as an action
  during your turn.
  If you are wielding a light ranged weapon with the reload
  property in one hand and have your hand occupied by
  something other than another light ranged weapon with the
  reload property, the ranged weapon takes an action to reload.
  Shell Loading. Firearms with the shell loading property
  require you to reload your gun by inserting each piece of
  ammunition in at a time. As a bonus action, you can reload
  three pieces of ammunition into the weapon on your turn.
  Alternatively, you can spend an action during your turn to
  reload every piece of ammunition into the gun at once.
  Mundane Ammo Types
  Name
  Cost
  Usable with
  Weight Properties
  Round 2gp(20)
  Muskets, Flintlock
  Pistols,
  Pepperboxes,
  Arquebuses,
  Wheellock Guns
  1 lb
  Piercing
  Rifled
  Round
  3gp(10)
  Rifles, Carbines,
  Pistols
  1 lb
  Piercing
  Scatter
  Round
  2gp(20)
  Shotguns,
  Blunderbusses
  2 lbs
  Bludgeoning
  Slug
  Round
  3gp(10)
  Shotguns
  3 lbs
  Removes
  the scatter
  property.
  functions
  like a Rifled
  Round.
  Firearm Properties
  The following properties will not be featured universally on
  every firearm and will vary from gun to gun.
  Automatic. Automatic firearms can make a separate attack
  that releases a salvo of bullets per pull of the trigger. As an
  action, you can force any creatures of your choice in a 25-foot
  square centered on a point within your gun's maximum range
  to make a Dexterity saving throw, taking the gun's automatic
  damage (listed in parenthesis) on a failed save, and half that
  damage on a success. This action subtracts rounds from your
  gun equal to the number of creatures affected.
  Additionally, guns with the automatic property always
  expend six rounds per attack.  
   
  Automatic Save DC (Not Proficienct) = 12 
  Automatic Save DC (Proficient) = 8 + Dexterity +
  Profiicency Bonus  
   
  Burst Fire. Burst fire firearms are able to make a special
  attack that releases a stream of multiple bullets. As an action,
  you can force up to 6 creatures of your choice in a 15-foot
  square centered on a point within your gun's maximum range
  to make a Dexterity saving throw, taking your gun's burst fire
  damage (listed in parenthesis) on a failed save, and half that
  damage on a success. This action subtracts rounds from your
  gun equal to the number of creatures affected, to a maximum
  of 6.
  Additionally, guns with the burst fire property always
  expend 3 rounds per attack. 
   
  Burst Fire Save DC (Not Proficienct) = 12 
  Burst Fire Save DC (Proficient) = 8 + Dexterity +
  Profiicency Bonus  
   
  Bulky. Firearms and ranged weapons with the bulky
  property have to be made stable in order to be fired effectively
  due to their weight and the damage they can put out with a
  single shot. You cannot attack more than once during your
  turn while wielding a bulky firearm.
  Scatter. Firearms with the scatter property have two types
  of damage, a regular damage roll and a scatter damage roll.
  When you make an attack roll with one of these guns against
  a creature, compare your attack roll to the AC of all creatures
  within 5 feet of the target. If your attack would hit them, deal
  the firearm's scatter damage roll to the creatures. You do not
  add your ability score modifier to the damage of this attack,
  unless that modifier is negative.
  Proficiency with Firearms
  Firearms are not typical weapons. The nature of their
  construction and the complexity of their use and care make a
  special kind of training required to become proficient with
  them. Unless otherwise specified by the DM, firearms count
  as a separate proficiency from martial and simple weapons.
  There are two types of proficiencies associated with firearms.
  Longarms, which include Two-Handed firearms, and
  Sidearms, which include every other kind of firearm.
  Sidearms can be wielded in one hand.
  2
  
  Primitive Firearms
  Name
  Damage
  Cost Weight Properties
  Sidearms
  Flintlock Pistol d6 piercing
  250gp 3 lbs Ammunition (range 30/90), Loading, Light, Misfire 3
  Dragoon
  d8 bludgeoning 300gp 4 lbs Ammunition (range 10/30), Loading, Scatter (1d4), Misfire 3
  Pepperbox
  d8 piercing
  800gp 4 lbs Ammunition (range 40/120), Reload 4, Shell Loading, Misfire 1
  Howdah Pistol d4 piercing
  600gp 4 lbs Ammunition (range 20/80), Loading, Multi-Shot (4), Misfire 3
  Longarms
  Musket
  d12 piercing
  500gp 10 lbs Ammunition (range 70/200), Two-Handed, Loading, Misfire 2
  Arquebus
  3d4 piercing
  200gp 13 lbs Ammunition (range 50/150), Two-Handed, Loading, Bulky, Heavy, Misfire
  4
  Blunderbuss
  d12
  bludgeoning
  900gp 7 lbs Ammunition (range 15/45), Two-Handed, Loading, Scatter (1d6), Misfire
  3
  Wheellock Gun d10 piercing
  400gp 5 lbs Ammunition (range 40/160), Two-Handed, Loading, Misfire 2
  Matchlock
  Rifle
  d12 piercing
  600gp 10 lbs Ammunition (range 80/230), Two-Handed, Loading, Misfire 2
  Advanced Firearms (Gunsmith DC 8 + max damage/2)
  Name
  Damage
  Cost
  Weight Properties
  Sidearms
  Pistol
  d6 piercing
  1,000gp 2 lbs Ammunition (range 40/120), Reload 8, Light
  Heavy Pistol
  d8 piercing
  1,150gp 3 lbs Ammunition (range 40/140), Reload 8
  Sawn-Off
  Shotgun
  2d4
  bludgeoning
  1,200gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d4)
  Longarms
  Rifle
  d12 piercing
  1,500gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6
  Carbine
  d10 piercing
  1,350gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 6
  Shotgun
  d12
  bludgeoning
  2,000gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter(1d6), Shell Loading
  6
  Bulky Rifle
  3d8 piercing
  2,900gp 18 lbs Ammunition (range 200/1,000), Two-Handed, Long Load 4, Heavy,
  Bulky
  For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever
  Name
  Damage
  Cost Weight Properties
  Simple Ranged
  Weapons
  Repeating Light
  Crossbow
  d8
  piercing
  100gp 7 lbs Ammunition (range 100/400), Heavy, Two-Handed, Long Load 6
  Martial Ranged
  Weapons
  Repeating Heavy
  Crossbow
  d10
  piercing
  100gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed, Long Load 6
  Automatic Crossbow
  d12
  piercing
  200gp 19 lbs Ammunition (range 100/400), Heavy, Two-Handed, Automatic (2d12),
  Long Load 4
  Reloading Hand
  Crossbow
  d6
  piercing
  350gp 3 lbs Ammunition (range 30/120), Light, Reload 4
  3
  
  Special Firearm Examples (Gunsmith DC 8 + max damage)
  Name
  Damage
  Cost
  Weight Properties
  Sidearms
  Automatic Pistol 2d4 Piercing
  2,100gp 3 lbs Ammunition (range 40/120), Light, Reload 24, Automatic(6d4)
  Burst Pistol
  d8 Piercing
  2,100gp 3 lbs Ammunition (range 30/90), Light, Reload 24, Burst Fire(3d8)
  Derringer
  d4 Piercing
  2,500gp 1 lbs Ammunition (range 20/60), Light, Loading, Special
  Revolver
  d8 Piercing
  2,200gp 3 lbs Ammunition (range 50/180), Light, Shell Loading 6
  Hand Cannon
  d10 Piercing
  2,700gp 4 lbs Ammunition (range 60/200), Shell Loading 6
  Pistolblade
  d6 Piercing
  4,000gp 5 lbs Ammunition (range 40/120), Reload 8, Bayonet(1d6 Piercing/Slashing)
  Longarms
  Submachine Gun d10 Piercing
  3,500gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 30, Automatic(3d10)
  Automatic Rifle
  2d6 Piercing
  3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
  Burst Rifle
  d12 Piercing
  3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
  Personal Minigun 2d8 Piercing
  5,000gp 25 lbs Ammunition (range 100/500), Two-Handed, Reload 60, Heavy,
  Automatic(6d8)
  Double Barrel
  Shotgun
  2d6
  bludgeoning
  2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading,
  Special
  Anti-Material
  Rifle
  3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4, Bolt-Action,
  Heavy, Bulky
  Shoulder Cannon 4d10
  Bludgeoning
  6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Bulky, Special
  Rifleblade
  d12 Piercing
  5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Bayonet(1d6
  Piercing/Slashing)
  Gunlance
  2d6 Piercing
  6,000gp 16 lbs Ammunition (range 70/230), Two-Handed, Long Load 6, Bayonet(1d12
  Piercing, Reach), Special
  Nock Gun
  d12 Piercing
  5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Shell Loading 7, Bulky,
  Special
  Derringer Special Rules
  You have advantage on checks made to conceal this weapon on your person. If you make an attack with this weapon while a
  hostile creature is within 5 feet of you, you do not get disadvantage on the attack roll.
  Shoulder Cannon Special Rules
  You can make a special attack with a Shoulder Cannon that targets any creature within a 5 wide foot line out to their maximum
  range. Any target in the path of this special attack must succeed a DC (8 + your Dexterity modifier + your proficiency bonus)
  Strength saving throw or take it's damage roll and be knocked prone. They take half damage on a success and are not knocked
  prone. Shoulder Cannons are considered siege weapons for the purposes of damage.
  Nock Gun Special Rules
  You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d12
  piercing damage. This attack deals 7d4 bludgeoning damage to you and forces you to make a DC 10 Strength saving throw or be
  knocked prone.
  Gunlance Special Rules
  You have disadvantage when you use the lance to attack a target within 5 feet of you. You can wield the lance one handed when
  mounted.
  Double Barrel Shotgun Special Rules
  Double Barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make
  two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability
  score modifier to the damage of that attack, unless your modifier is negative.
  
  Attachment Rail Placement Chart
  Gun
  Rail Placement
  Primitive Firearms
  Top, Sides (1) Barrel
  Advanced and Special Firearms
  Top, Bottom, Sides (2), Barrel
  Crossbows
  Top, Bottom
  Rifleblades, Gunlances
  Top, Sides (2)
  Removing And Placing Attachments
  You can remove any attachment from its rail as an action during your turn, and you can place one as a bonus action.
  Attachments (Gunsmith DC 8 + Cost/100, Rounded Down)
  Name
  Weight
  Placement
  Restrictions
  Cost
  Properties
  Attachment
  Rails
  -
  Any
  -
  100gp Firearms can now have attachments placed on the rail.
  Telescopic
  Sight
  .25 lbs
  Top
  -
  500gp Increases the normal and maximum range of the firearm by 10
  feet.
  Longshot
  Sight
  2 lbs
  Top
  Bulky
  Rifles, Anti-
  Material
  Rifles
  700gp Increases the normal and maximum range of the firearm by 30
  feet.
  Glowing
  Dot Sight
  -
  Top
  -
  400gp +1 to damage rolls at creatures within 30 feet.
  Foregrip
  -
  Bottom
  Longarms
  300gp Advantage on ability checks to resist being disarmed/impose
  disadvantage on disarming strikes.
  Bipod
  -
  Bottom/Barrel
  Bulky
  Rifles, Anti-
  Material
  Rifles
  200gp +1 to attack rolls when prone or behind half-cover.
  Bayonet
  + 1/2 the
  melee
  weapon's
  weight
  Barrel
  -
  100gp Adds a melee weapon to the barrel of the gun. You are not
  considered proficient in melee attacks made with this bayonet
  unless you are proficient with improvised weapons. You cannot
  have a Barrel or Bottom attachment when you have this
  attachment equipped.
  Beam
  Marker
  -
  Sides, Bottom
  -
  700gp You can use a bonus action to mark a creature with the beam
  and reroll 1s and 2s to all damage rolls until the end of your
  turn.
  Glowtorch
  1 lb
  Sides, Bottom
  -
  500gp Adds a magic torch that can be turned on and off as a bonus
  action. It sheds bright light in a 30 foot cone and dim light in a
  30 foot cone.
  Canted
  Sights
  .5 lbs
  Top
  -
  1,000gp Grants the benefits of a Telescopic Sight and a Glowing Dot
  Sight. You must switch between them as a bonus action to get
  each one's bonuses.
  Suppressor
  .25 lbs
  Barrel
  -
  700gp When you make an attack roll with this firearm while hidden,
  each creature in a 30 foot radius must make a
  Wisdom(Perception) check. The DC of this check is 10 + (attack
  roll result) / 5. You are still considered hidden to any creature
  that fails the check, even if other creatures succeed.
  Advanced
  Suppressor
  .25 lbs
  Barrel
  -
  1,300gp Functions exactly like the Suppressor custom part, except the
  DC of the Wisdom(Perception) check is 10 + (attack roll result)
  / 2, and the radius is 10 feet.
  5
  
  Custom Parts List (Gunsmith DC 8 + Cost/1000, Rounded Down)
  Applying And Removing Custom Parts
  Any firearm can only have two custom parts at one time. You must build a custom part onto the weapon in order to use it. Doing
  so takes 1 week of work (8 hours per day) and 500gp of raw materials. Dismantling a custom part takes one day of work (8 hours)
  and 10gp of raw materials. You must dismantle a custom part to build another onto it if your gun is already at its custom part
  limit.
  Name
  Weight Usable with
  Cost
  Properties
  Stock
  .5 lbs Longarms
  3,000gp Advantage on the first attack roll you make within 30 feet of you if you
  use a bonus action to brace the firearm against your shoulder.
  Pistol Grip
  -
  Siderarms
  3,000gp +1 to attack rolls.
  Heavy Barrel
  1 lbs Rifles, Carbines
  4,000gp Increases the normal range of the gun by 20 feet and the maximum
  range by 20 feet. This cannot be combined with Light Barrel.
  Light Barrel
  -1 lb Rifles, Carbines
  4,000gp Reduce the normal range of the gun by 5 feet and the maximum range by
  10 feet. This cannot be combined with Heavy Barrel.
  Tight Choke
  Barrel
  -
  Shotguns
  4,000gp Add your ability score modifier to your firearm's scatter damage. This
  cannot be combined with Wide Choke Barrel
  Wide Choke
  Barrel
  -
  Shotguns
  4,000gp The range for your firearm's Scatter damage roll is now 10 feet around
  the original target. This cannot be combined with Tight Choke Barrel
  Sawn Off
  Barrel
  -3 lbs Shotguns
  -
  Removes the two-handed property from the shotgun and changes its
  classification to sidearm. Lowers the damage die and scatter damage die
  by one category. (For example, a d12 die lowers to a d10.) Reduces the
  shotgun's normal and maximum range by 10.
  Magazine
  Capacity
  .5 lbs All firearms
  7,000gp Increases the ammunition count of longarms by 6, and increases the
  reload count of sidearms by 8. If firearm has the loading property, it loses
  that property and gains the reload property instead. (6 rounds for
  longarms, 8 rounds for sidearms.)
  Rifling
  -
  Muskets,
  Flintlock Pistols,
  Arquebuses,
  Wheellock Guns
  3,000gp +30 normal range, +10 max range. Weapon now uses rifled bullets
  instead of round bullets. Some firearms have this built in inherently.
  Light Frame
  -2
  All Firearms
  5,000gp Gun's weight cannot decrease past 1 lb.
  Burst
  Mechanism
  -
  Rifles
  10,000gp Turns firearm into Burst Rifle.
  Automatic
  Mechanism
  -
  Rifles, Pistols
  10,000gp Turns the firearm into Automatic Rifle or Automatic Pistol.
  Recoil
  Compensator
  -
  Firearms with
  the Automatic or
  Burst Fire
  Property
  12,000gp You can add your Dexterity modifier to your Automatic and Burst Fire
  damage.
  A Note About Attachments & Custom Parts
  Custom Parts and Attachments are primarily for games where guns are both advanced and commonplace in your worlds. They're
  made to explicitly make them superior to more primitive weapons. If every character in your current game is not holding at least
  one gun and they are not a Barbarian or Druid, or something equivalent, then it is wise to keep them out or just give those who
  don't wield guns more magic items and armor to compensate.
  6
  
  Siege Equipment
  This is an expanded list of siege equipment for use in games.
  Primitive Siege Equipment
  These are weapons to be used in a setting where firearms
  and gunpowder are not prominent. Anything more advanced
  will be contained in the other category.
  Crank Gun
  Medium object 
  Armor Class: 16 
  Hit Points: 70 
  Damage Immunities: poison, psychic
  Crank guns are miniature weapons that use gunpowder and a
  turning mechanism to fire a mass of bullets. Compared to
  cannons, they're far lighter and easier to move around,
  generally being supported by a small wheeled chassis or
  tripod mount. It's typically used as an antipersonnel tool
  rather than a weapon to assault castles.
  Before it can be fired, a crank gun must be loaded and
  aimed. It takes an action to load the weapon, a bonus action
  to aim it, and an action to fire it. A crank gun has a total of 60
  rounds in it, and each shot expends 6 rounds.
  Gunfire. Ranged Weapon Attack: +6 to hit, range
  200/1,000 ft., one target. Hit: 33 (6d10) piercing damage.
  Automatic Fire. You can force any creatures of your choice
  in a 30-foot square centered on a point within your gun's
  maximum range to make a DC 14 Dexterity saving throw,
  taking 50(10d10) piercing damage on a failed save, and half
  that damage on a success. This action subtracts rounds from
  your gun equal to the number of creatures affected.
  Heavy Cannon
  Huge object 
  Armor Class: 20 
  Hit Points: 150 
  Damage Immunities: poison, psychic
  A heavy cannon is a much larger device that uses gunpower
  to propel heavy balls of cast iron through the air at
  devastating speeds.
  A heavy cannon requires a much wider support system to
  move it. Before a heavy cannon can be fired, it must be loaded
  and aimed. It takes two actions to load the weapon, one
  action to aim it, and one action to fire it.
  Heavy Cannon Ball. Ranged Weapon Attack: +7 to hit,
  range 800/3,000 ft., one target. Hit: 55 (10d10) bludgeoning
  damage.
  Advanced Siege Equipment
  Dragon's Maw
  Gargantuan object. 
  Armor Class: 22 
  Hit Points: 300 
  Damage Immunities: fire, poison, psychic
  The Dragon's maw is one of the most fearsome weapons to
  be used on the battlefield when sieging large fortifications. It
  is a large, metallic boiler in the shape of a dragon, and is
  either remotely piloted by a creature or latched onto a
  wheeled support. In order to fire this weapon, it must be
  loaded first. It takes three actions to load it and one action to
  fire it. It shoots out a large burning rock in 500 foot line that
  is 15 feet long. Creatures within the line must succeed a DC
  15 Dexterity saving throw, taking 10d6 fire and 10d6
  bludgeoning damage on a failed save, and half as much
  damage on a successful save.
  Howitzer
  Large object 
  Armor Class: 20 
  Hit Points: 250 
  Damage Immunities: poison, psychic
  A howitzer is a seige implement that fires huge shells in a
  large arc that explode upon landing. These implements are
  perfect for bombing fortifications, designed to have their
  rounds travel over high walls and cover. It's typically built into
  a stationary battery or on a metallic wheeled chassis.
  Before it can be fired, a howitzer must be loaded by two
  creatures and aimed by two others. It takes two actions to
  load it, two actions to aim it, and one action to fire it.
  Howitzer Shell. Ranged Weapon Attack: +6 to hit, ignores
  cover, range 1,000/6,000 ft., one target. Hit: 20d6 bludgeoning
  damage and all creatures within an 60 foot radius sphere
  centered on the target must succeed a DC 15 Dexterity
  saving throw, taking 36 (8d8) fire damage on a failed saving
  throw, and half as much damage on a successful save.
  Mortar
  Small object 
  Armor Class: 15 
  Hit Points: 60 
  Damage Immunities: poison, psychic
  Mortars are relatively small weapons that are designed to fire
  explosive shells in a wide arc into enemy fortifications, and is
  designed to go behind cover. These things are small and easy
  enough to be carried by a single creature.
  
   
  In order to fire this weapon, it must be aimed first. It takes
  a bonus action to aim, and an action or bonus action (player's
  choice) to fire it. Once it is aimed, it does not need to be
  aimed a second time unless it is moved.
  Mortar Shell. Ranged Weapon Attack. +6 to hit, ignores
  cover, range 500/2,000 ft., one target. Hit: 21(6d6)
  bludgeoning damage and all creatures within a 10 foot radius
  sphere must succeed a DC 14 Dexterity saving throw, taking
  18 (4d8) fire damage on a failed save, and half as much
  damage on a successful save.
  Heavy Mortar
  Medium object 
  Armor Class: 17 
  Hit Points: 75 
  Damage Immunities: poison, psychic
  Heavy mortars are larger mortars that function exactly like
  their smaller counterparts, but deal more damage.
  In order to fire this weapon, it must be aimed first. It takes
  an action to aim, and an action or bonus action (player's
  choice) to fire it. Once it is aimed, it does not need to be
  aimed a second time unless it is moved.
  Mortar Shell. Ranged Weapon Attack. +6 to hit, ignores
  cover, range 800/3,000 ft., one target. Hit: 28(8d6)
  bludgeoning damage and all creatures within a 10 foot radius
  sphere must succeed a DC 14 Dexterity saving throw, taking
  27 (6d8) fire damage on a failed save, and half as much
  damage on a successful save.
  Minigun
  Medium object 
  Armor Class: 16 
  Hit Points: 55 
  Damage Immunities: poison, psychic
  Miniguns are mounted weapons that fire a constant stream of
  bullets towards creatures. They tend to be anti-personnel
  weapons rather than being used to take down castle walls.
  They can even unleash a hail of bullets at concentrated
  swarms of enemies to cut them down.
  Before it can be fired, a minigun must be loaded first. It
  takes an action to load the weapon, and an action to fire it. A
  minigun has a total of 500 rounds inside it, and each shot
  expends 10 rounds.
  Gunfire. Ranged Weapon Attack: +6 to hit, range
  500/2,000 ft., one target. Hit: 50 (10d10) piercing damage.
  Automatic Fire. You can force any creatures of your choice
  in a 30-foot square centered on a point within your gun's
  maximum range to make a DC 14 Dexterity saving throw,
  taking 77 (14d10) piercing damage on a failed save, and half
  that damage on a success. This action subtracts rounds from
  your gun equal to the number of creatures affected.
  8
  
  High-Tech Firearms
  Name
  Damage
  Cost Weight Properties
  Sidearms
  Gauss Pistol
  2d4 piercing
  -
  3 lbs Ammunition (range 60/230), Reload 12, Light
  Smart Gun
  d8 piercing
  -
  2 lbs Ammunition (range 50/200), Reload 8, Special
  Pulse Pistol
  d10 plasma
  -
  3 lbs Ammunition (range 60/240), Recharge 40
  Beam Pistol
  d12 plasma
  -
  3 lbs Ammunition (range 40/160), Recharge 60
  Longarms
  Pulse Rifle
  3d6 plasma
  -
  9 lbs Ammunition (range 100/600), Two-Handed, Recharge 100
  Beam Rifle
  2d12 plasma
  -
  12 lbs Ammunition (range 80/500), Two-Handed, Recharge 120
  Pulse Carbine 2d6 plasma
  -
  6 lbs Ammunition (range 50/200), Two-Handed, Recharge 80
  Arc Rifle
  3d8 lightning
  -
  10 lbs Ammunition (range 90/300), Two-Handed, Recharge 70, Special
  Railgun
  2d12 piercing, 2d12
  lightning
  -
  19 lbs Ammunition (range 800/8,000), Two-Handed, Heavy, Loading
  Mass Driver
  Rifle
  3d12 piercing, 3d12
  lightning
  -
  19 lbs Ammunition (range 1,000/9,000), Two-Handed, Heavy, Loading
  Gungnir Laser 5d10 plasma, 5d10
  radiant
  -
  24 lbs Ammunition (range 900/8,500), Two-Handed, Heavy, Recharge
  100, Special
  Alien Firearms
  Name
  Damage
  Cost Weight Properties
  Sidearms
  Disintegrator
  6d8 necrotic
  -
  5 lbs Ammunition (range 30/150), Recharge 10, Special
  Ray Gun
  4d6 force
  -
  3 lbs Ammunition (range 40/200), Recharge 50
  Gamma Gun
  3d8 fire
  -
  6 lbs Ammunition (range 10/30), Recharge 30
  Longarms
  Ion Laser
  6d6 force
  -
  11 lbs Ammunition (range 90/300), Two-Handed, Recharge 80
  Microwave
  Cannon
  6d12 fire
  -
  20 lbs Ammunition (range 20/60), Two-Handed, Heavy, Recharge 60
  Particle Rifle
  d12 piercing, d12
  plasma
  -
  18 lbs Ammunition (range 250/2,000), Two-Handed, Heavy, Recharge
  100, Special
  High-Tech & Alien Firearms
  These properties are used for the more advanced guns you
  include in your games.
  Recharge. Guns with the Recharge property have a charge
  that they expend with each pull of the trigger. Every attack
  made with these weapons expends 5 rounds. Once the
  recharge count reaches 0, you must replace or recharge the
  battery to use it again. You use an action to replace batteries.
  Recharging a battery requires attaching it to a power source
  for at least 12 hours.
  Smart Gun. As long as you do not make an attack roll at
  long range, attacks with this weapon are made with
  advantage. If you roll a critical hit, the target has
  disadvantage on attack rolls and saving throws until the end
  of your next turn.
  Arc Rifle. When you succed an attack with this weapon,
  creatures within 5 feet of the target take 1d8 lightning
  damage.
  Gungnir Laser. You can make a special attack with this
  laser. Creatures within the gun's range must succeed a DC 8
  + your proficiency bonus + your Dexterity modifier Dexterity
  saving throw, taking the gun's damage on a failed save, and
  half as much damage on a successful save.
  Disintegrator. If damage from this gun brings a creature to
  9 hit points, it disintegrates into a pile of ash, and cna only be
  brought back with a wish or true ressurection spell, or equally
  powerful magic.
  Particle Rifle. You can attack creatures behind total cover
  with this weapon if you are aware of them. These attacks are
  made with disadvantage. Your attacks with this weapon
  ignore half and three-quarters cover.
  9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Arcane Artillery - Firearms.pdf