If you want to get anything from the Firearms Ace page, you must pass the Barrier Of Entry for the Firearms Archetype. this means you need:

Lumberman Rounds and Shots Fired!!

Crazy Crowder

Requires Barrier Of Entry : Firearms

When using the ability of a firearm you gain from being proficient with it, the effects of that ability are doubled.

(EX: instead of gaining only 1 additional attack from being proficient with sidearms, you gain 2)

Quickdraw

Requires Barrier Of Entry : Firearms

You can choose to take a shot at disadvantage with a -5 debuff, if you somehow hit with this shot then the total damage is doubled.

(If you use things like a firearm ability or an inspiration to try and mitigate the disadvantage and -5 debuff, quickdraw doesn’t take effect)

Betting Man

4 Point | 1 Max

Requires Barrier Of Entry : Firearms

When you use a firearm technique on a creature, flip a coin. On a correct call, you inflict the bleeding condition on the creature. On an incorrect call, the creature takes half damage from the shot.

Badger Addict

4 Points | 1 Max

Requires Barrier Of Entry : Firearms

You no longer have to consciously reload your firearm, you automatically fully reload your firearm at the end of each of your turn.

Hemorrhage

4 Points | 1 Max

Requires Barrier Of Entry : Firearms

If you shoot a creature that has the bleeding condition placed upon them, attacks made with firearms automatically crit.