
Shields do not require proficiency to use and take up a hand equipment slot. Equipping and unequipping a shield takes an interaction just like a weapon.
Pistol - 30 Currency - Common
1d6 Piercing + Dex, 90ft (120ft) Range, 4 Shots Until Reload
Firearm Ability: When you use your action to make an attack roll with this firearm, you can make two attacks instead of one.
Variants: Revolver, Handgun, Sidearm
Shotgun - 50 Currency - Common
1d12 Piercing + Str/Dex, 30ft Range, 2 Shots Until Reload
Firearm Ability: When you make an attack roll with this firearm against a character wearing medium or heavy armor, you make that attack roll at advantage
Variants: Scattergun, Peppergun
Rifle - 95 Currency - Common
1d10 Piercing, 180ft (360ft) Range, 4 Shots Until Reload
Firearm Ability: When you make an attack roll with this firearm targeting at a body part, you make that attack roll with one less level of disadvantage
Variants: LMG, Muzzleloader, Bolt Action, Automatic
Sniper - 110 Currency - Common
1d20 Piercing, 500ft (750ft) Range, 1 Shot Until Reload
Firearm Ability: When this firearm makes an attack roll from long range, it is at advantage instead of disadvantage
Variants: Hunter Rifle, Precision Rifle, Modular
SMG - 55 Currency - Common
1d6 Piercing + Dex, 60ft Range, 4 Shots Until Reload
Firearm Ability: Once per round when you make an attack roll with this firearm while successfully stealthed, you can make that attack roll without losing your stealth
Variants: Submachine gun, Machine pistol, Compact firearm
SMG - 55 Currency - Common
1d6 Piercing + Dex, 60ft Range, 4 Shots Until Reload
Firearm Ability: Once per round when you make an attack roll with this firearm while successfully stealthed, you can make that attack roll without losing your stealth
Variants: Submachine gun, Machine pistol, Compact firearm