Flintlocks & Fireballs
The firearm rules have been designed for this game with the intention of changing the D&D4e combat dynamic as little as possible. It’s not a dynamic that’s notably broken; I’ve no intention of trying to fix it.
As such, it’s very visible that guns aren’t particularly better than bow and arrow in standard 4e, or swords. This is deliberate. HP are an indicator of how long you can keep fighting, not a representation of how badly wounded you are, so losing HP to a gunshot wound doesn’t represent you taking a bullet in the chest. It’s a fleshwound, or it’s just knocked your hat off, or something like that.
These are weapons which have been in the public domain long enough that knowledge of how to work them is widespread. It’s less that they’re easier to use, and more than most people will have seen them being used at some point.
|Flintlock||+2||1d6||10/20||25 gp||2 lb||Pistol||One||Load minor|
|Musket||+2||1d8||15/30||30 gp||4 lb||Rifle||Two||Load minor|
These are weapons which are a relatively new development, so have mostly been kept to the military. As a result, familiarity with them is far less widespread; even if they’re technically easier to work, access to the knowledge to work them is far more restricted.
|Bolt-action||+2||1d10||20/40||35gp||4 lb||Rifle||Two||Load free|
|Revolver||+2||1d8||10/20||30gp||2 lb||Pistol||One||Load free|
Finally, there are some weapons which require intensive training to use.
|Elephant gun||+2||2d6||20/40||40gp||4lb||Rifle||Two||Load move|
|Repeater Rifle||+2||1d10||20/40||40gp||4lb||Rifle||Two||Brutal 2; Load free|
|Scopegun||+3||1d12||30/60||40gp||4lb||Rifle||Two||High crit; Load minor|