| Bob Bob Bob |
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Basically, ask your GM. If you are the GM, well, do you want laser guns? A strict reading would imply no.
Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.They're not early or advanced firearms (as those have specific meanings and table headings). The description for advanced firearms also doesn't really apply to any of the technological guns (uses metal cartridges, hits touch AC in the first five range increments). Additionally, the tech guide includes this:
Some GMs may wish to replace Weapon Proficiency (firearms) with Weapon Proficiency (technological firearms) to further restrict access to these devices to player characters in their campaigns.
But either way this is entirely a GM call. The regular firearm rules were written in 2011. The Tech Guide was written in 2014. Guns Everywhere was written well before technological guns were created. And honestly, they really have nothing in common with the firearm rules. They don't misfire (glitches are from being timeworn, not part of the gun itself), they don't use ammo (they have an internal battery that needs to be charged from external batteries), they don't have differing targets (they either target regular or touch AC period, no change depending on range increment). They're just called guns because that's easiest for people to understand.