Nebin said:
and in 3 weeks Forbidden Kingdoms rules will be out too, it uses Skills instead of Proficientes BTW.
Actually, FK still uses Proficiencies.

However, there is only one proficiency for use with guns and that's Ballistic Weapon Proficiency. Once you have that, you can use pistols, rifles, whatever.
We have also added a "pistol" and "rifle" skill. The more ranks in that skill, the better you are with that type of weapon. (eg: For every 5 *full* ranks you get a +1 to attack.) The skill also doubles as Knowledge: (weapon).
The base rules that we're using are Ken Hood's rules. They're simply the best ones out there, bar none. They let you set up a "stat block" for any weapon you can think of, from black powder to modern day weapons. All you need are some very simple statistics and you can build any gun out there.
The following site is a great place for finding the info you need:
http://www.nasog.net/datasheets/index.htm. Just scroll down until you find the guns.
Taking the data from that site, here are the FK rules for a LEE-ENFIELD CARBINE MAGAZINE MK 1. From the page we get the following info on the Lee-Enfield MK 1:
Country Of Origin: UK
Designation: Bolt Action Rifle
Cartridge: .303 British Service
Production Date: 1896-1905
Weapon Dimensions:
Length: 998 mm
Barrel: 527 mm
Weight: 3.37 kg
Rifling: 5 grooves, lh
Mag Capacity: 6 rounds
That gives us the following FK stat block:
Weapon Name: LEE-ENFIELD CARBINE MAGAZINE MK 1
Weapon Type: Firearm – Medium
Receiver: Bolt-Action (Gives you -1 Recoil)
Accuracy: +2 (You get +2 to your attack rolls)
Damage: 2d8 +4 (piercing)
Critical: 18-20 (All firearms have a crit of 18-20)
Range Increment: 200’
Penetration: 8 (You ignore 8 points of armor. In FK, armor stops damage, doesn't make you harder to hit.)
Recoil: 2 (Basically, the higher the recoil, the harder it is to rapidly fire your weapon and hit your target. Since this recoil is less than 3, there is no recoil penalty.)
Rate of Fire: SF (Single Fire) (You get one shot per attack. In FK, guns are capable of Single Fire (1 shot per attack), Double Fire (lets you fire two shots with each attack. Each shot suffers a penalty to hit equal to half the weapon’s recoil (round up, –1 minimum).), Triple Fire (Triple fire lets you shoot three times with each attack. Each shot suffers a penalty to hit equal to the weapon’s recoil (–2 minimum)), and Burst fire. (3, 5, 10 round bursts)
Ammunition: 6 (tubular, .303) (With a move equivalent action, you can load two rounds of ammunition into the tube.)
Weight: 7.4 lbs.
Using the same rules, here's the stat block for the trusty 1911 .45:
Weapon Name: Colt M1911 .45
Weapon Type: Firearm – Small
Accuracy: +2
Damage: d12 (piercing)
Critical: 18-20
Range Increment: 30’
Penetration: 4
Recoil: 3
Rate of Fire: SF, DF, TF
Ammunition: 7 (grip, .45)
Weight: 2 lb.
Once you "write up" your weapon, you're good to go. It's no harder to use than any other weapon in D20.
Hyrum.
(FK Developer)