Firearms rule mods.
Apart from a few exceptions they follow the standard rules given in Ultimate Combat as per a society with "Commonplace Guns".
Note that they use 'Touch AC' in the first range increment
The exceptions are
*You can only use them if your character has been 'trained' (this is decided at generation or during play)
*All firearms do one extra die damage. ie. 1d6 becomes 2d6
*Always reroll 1's
*All early firearms misfire on a 1 or 2
*Advanced Firearms are very rare
*If you carry a loaded gun and/or 'gunpowder' don't get close to fire... bad things can happen
As we are only using a partial amount of the advanced combat book anything chosen from it related to firearms needs to be discussed at the table before it can be chosen/used/etc. I will have the rules on hand at game time.