A long time ago, way back before there were two kinds of Dungeons and Dragons, in an era where the first kind had only three editions, there was a modern version, with guns. It was sort of ok for generic purposes, but they ended up having to put out further supplements on additional firearms, both fact and fiction. That's all well and good, but ya know... it's probably out of print or something, and also you might not want to encourage piracy even if there aren't going to be particularly strong consequences for it. With that in mind, I came up with my own system for gun damage.
Damage Dice
Guns (and everything) deal(s) damage based on F=MV, but we don't need to complicate this. We can replace F with Damage, M with the size of the bullet, and V with a typical load of propellant. We don't have to even do it directly, we can just sort of provide a logical basis.
In this case, the M of the bullet is tied to its caliber, we'll assume that the following is true:
Caliber mm Dice
up to.25 up to 6mm d4s
.26-.40 7-10mm d6s
.41-.55 11-14mm d8s
.56-.75 15-19mm d10s
.76-1" 20-25.4mm d12s
up to.25 up to 6mm d4s
.26-.40 7-10mm d6s
.41-.55 11-14mm d8s
.56-.75 15-19mm d10s
.76-1" 20-25.4mm d12s
The V of the bullet is tied to its case length inasmuch as the case length defines what safe amounts of powder can be used to fire projectiles from it (actually thickness and material is more important than actual length, but it's a close enough abstraction for our purposes). To determine the number of dice, use (Case Length/Caliber in mm, rounding to the nearest whole ratio e.g. 9x19 Parabellum is 2d6 with 19 being 2.1x the length of its 9mm caliber. AK rounds (7.62x39) deal 5d6, and 5.56 NATO rounds deal 8d4. A .50 BMG being 12.7x99 makes it 8d8. Likewise, a slug in 12 gauge is typically 18.5x70mm, which amounts to a ratio of 3.75, or 4d10.
Shotgun Shells
Instead of going into excruciating detail about how many different levels of buckshot and birdshot there are, we can just assume that buckshot reduces dice size by 1, but adds a 2 dice (5d8 instead of 4d10 for 12 gauge) birdshot reduces dice size by 2, but adds 3 dice (7d6 instead of 4d10 for 12 gauge), and Frangible reduces dice size by 3, but adds 4 dice (8d4 instead of 4d10 for 12 gauge).
Oh and one final thought: That original document may have propagated a myth that shotguns fire in a cone. They sort of do, but even at 150 feet you're only going to get about a 3" spread or so.
Weapon Actions
We will categorize weapon actions more broadly here for the sake of game rules--and because if we didn't a character with an M-16 can easily fire off their entire magazine in under a full round.
Single Shot
Covers breach action shotguns, flare guns, bolt action rifles, and single action revolvers.
- Each attack with this requires a single action (in PF2e) to bring a new round into battery
Semi-auto
Covers magazine fed auto-loader pistols, double action revolvers, lever action rifles, and pump action shotguns.
- You can fire off as many shots as you can pull the trigger. It's a two action activity to multiply damage by 1d3, and a three action activity to multiply damage by 1d6. This costs 3 and 6 ammo respectively
Full-auto
Covers anything where one press of the trigger equals multiple bullets, including modified trigger assemblies that fire a second round when the trigger is released.
- With selector fire you may treat the weapon as a semi-auto
- If it's full auto only--or you've selected burst or full auto--you can still limit your trigger pulls to multiply damage by 1d6 with a single action activity (costing 6 ammo)
- You can multiply damage by 2d6 as a 3 action activity.(costing 12 ammo)