well it depends on what I am going for on feel.
In my 4e game based on urban arcana type setting (imagin the basic harry dresden world, but with some Angle, and some OWOD thrown in) PCs started with guns based on crossbows, and got 'magic' non magic guns that had bursts and blasts and such...
In my short lived pirate game I tried the rules from here, but it fail (The game not those rules)
right now I have my own world being built with musketeers in it, so I have the following house rules in it
[sblock=my home brew]Feats:
Deadly Firearms
Prerequisite: 11th level
Benefit: all firearms work as a high crit weapon.
Firearms Expertise
Benefit: You gain a +1 to hit with all firearms, this increase to +2 at 11th level, and +3 at 21st level.
Special: You do not provoke opp attacks from the target of any of your ranged attacks with guns
Hurried Reload
Prerequisite: Dexterity 13, proficiency with a firearm.
Benefit: Once per encounter you can reload a flintlock as a move action instead of a standard
action.
Special: at 11th level increase this to twice per encounter, and at 21st level increase to three times per encounter
Maverick
Prerequisite: Proficiency with a firearm, sneak attack class feature.
Benefit: You may choose to apply your sneak attack damage to successful
attacks made with firearm weapons
Mystic gunslinger
Prerequisite: Mystic shots, Immortal Origin, and warlock curse feature.
Benefit: You can apply your warlocks curse to any target you have hit with a basic attack with a pistol as a minor action.
Mystic Shots
Prerequisite: Immortal Origin
Benefit: You may treat a pistol as a rod for the purpose of casting.
Two Gun Kid
Prerequisite: 11th level Proficient with pistols
Benefit: When you wield two pistols of the same type you may reload them both as part of the same action.
Weapons:
Flint lock pistol Simple Weapon One handed 15 gp
+2 prof range 10/20 2d6 brutal 1 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Flint Lock Musket Military Weapon Two Handed 20 gp
+2 prof range 20/40 2d8 brutal 1 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Blunderbuss Military Weapon Two handed 25 gp
+2 prof range 5/10 2d10 brutal 2 load standard
A simple firearm that you carry cartages, rip them open, drop them down the barrel, and ram it in place, then place a cap on the hammer, pull back the hammer, and fire.
Pepper box pistol Military Weapon One handed 25 gp
+2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest
A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.
Pepper box Musket Military Weapon Two handed 35 gp
+2 prof 1d10 range 15/30 brutal 2 5 shots reload short rest
A slightly more complex gun, the barrels are removed, loaded with the cap, and cartridge, then set back in the gun. When you fire the gun you can re pull the hammer, and turn to the next barrel without much effort though.
Rifle Superior weapon two handed 35 gp
+3 prof 3d4 range 20/40 brutal 1 reload minor
A much more complex gun, the barrel opens and cartage and cap are placed in, then slammed shut. It takes a quick hand, and a trained eye to properly use this system, however it allows the rifling of the barrel to make it much more accurate at range.
Alchemy:
Cartages and caps are both made from an alchemy formula for dark powder… it costs
Cartridge and Caps
Ammo for firearms
Level: 1
Price: 20 gp
Alchemical Item
This produces 20 shots
Enchantments:
Rifle of Accuracy Level 2+ Common
This weapon contains special counterweights to help keep it steady while aiming.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Any musket or rifle.
Enhancement: Attack and damage rolls.
Critical: +1d8 damage per plus
Property: You gain a +1 bonus to attack rolls against targets that are 10 squares away
or further.
Gatling gun Level 7+
This weapon contains special counterweights to help keep it steady while aiming.
Lvl 7 +2 2,600
Lvl 12 +3 13,000 gp gp
Lvl 17 +4 65,000 gp
Lvl 22 +5 325,000 gp
Lvl 27 +6 1,625,000 gp
Weapon: Any firearm
Enhancement: Attack and damage rolls.
Critical: +1d6 damage per plus, and a free basic attack
Property: You never need to reload this firearm
At will: (standard action)Make a basic attack against all targets within a burst 1 within 10.
Encounter (standard action) make 1d4 basic attacks against 1 target
Daily (Free action) add 2[w] to an at will damage roll
Quick draw holsters Level 7+ uncommon
This leather pistol holder fits on a belt, and make you fast…and deadly with a pistol.
Lvl 7 2,600 gp
Lvl 17 65,000 gp
Lvl 27 1,625,000 gp
Wondrous Item
Property: You gain a +2 bonus to Insight, and Intimidate.
Lvl 17 +4
Lvl 27 +6
Property: You gain a +1 to initiative
Lvl 17 +2
Lvl 27 +3
Property: when you free action drop a pistol, it will automatically return to the holster.
Daily (No action), if you are surprised in a surprise round, you may draw your gun, and make a ranged basic attack with it at a -2 penalty to attack.
Marksmen’s gloves
This leather gloves fit the hands and help aim the shot
Lvl 5
Lvl 15
Lvl 25
Hand slot
Property: add 1d6 to all firearms damage rolls when you have combat advantage
Lvl 15 make it 1d8 instead
Lvl 25 make it 1d10 instead
Daily: (Minor action) add +1 to all firearm attacks before the end of your next turn.
Targeting scope Level 6
This enhancement rest on a firearm, and allows you a better shot at distance
Lvl 6
Wondrous Item
Encounter (minor action) reduce any penalties for range, cover or concealment by half.
Targeting goggles Level 15
These lens fit over the eyes and help adjust for range and conditions when attacking with ranged attacks.
Lvl 15
Head slot
Property: Increase the range of all ranged attacks by 2
Encounter (Standard action) Choose one target within 15 sqs, until the end of the encounter when you make ranged attacks against the target you may roll 2d20 and take either result
Encounter (Free action) if you choose to use the lower of the 2d20 you rolled against your chosen target you may use this free action to count that attack as a critical hit.
Speed Loader Level 7
This mystical charm reloads pepper boxes at blinding speeds
Lvl 7 2,600 gp
Wondrous Item
Daily: (Standard action) reload 1 pepper box as if you just took a short rest with it.
Tracer round
This green round trails a bright pennant, flagging its target.
Level: 2
Price: 25 gp
Firearm Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you hit an enemy with an attack using this ammunition, each ally that can see that enemy gains a +1 item bonus to attack rolls against it until the end of your next turn.
Incendiary round
The fiery iron of this bullet seems to shimmer with heat.
Level: 3
Price: 30 gp
Firearm Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 1d6 extra fire damage.
Buck Shot round
This bullet is loaded with dozens of little bullets.
Level: 3
Price: 30 gp
Blunderbuss Ammunition
Enhancement: +1 attack rolls and damage rolls
Property: When you make an attack with this ammunition you may make it at close blast 2 instead of ranged if you would like.
Seeker powers:
Loaded with Bear Seeker Attack 1
You call apon the spirits of the bear to add power to your shot
_______________________
At-Will ✦ Primal, weapon
Standard Action
Requirements: must use a firearm
Target: 1 creature
Attack: Wisdom vs. AC
_______________________
Hit: 2[w] increase to 4[w] at 21st level
Special: this can be used as a basic attack
Argent Agony Seeker Attack 7
The spirits make any weapon you fire into just the right attack
_______________________
Encounter ✦ Primal, weapon
Standard Action
Requirements: must use a firearm
Target: 1 creature
Attack: Wisdom vs. Reflex
_______________________
Hit: 1[w}+1d8+Wis mod. If the target is vulnerable to any damage types, your attack instead deals damage of that type. If the target has more than one vulnerability, you choose which damage type to deal.
Musketeer windage Seeker Utility 16
You correct your aim from a missed shot to insure your next hits
_______________________
Encounter ✦ Primal
Free Action
Trigger: You miss with an attack
Requirements: must use a firearm
Target: self
_______________________
Effect: You gain a +3 to hit against the same target until the end of your next turn.
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