# Firearms *Source: Dungeon Master's Guide (2024) p. 72* The Firearms table provides examples of modern and futuristic firearms. If you make them available for purchase (perhaps in the fantastical marketplaces of the City of Brass), treat modern items as Rare magic items and futuristic items as Very Rare ones (see "chapter 7"). ## Properties Some weapons in the Firearms table have the following properties, in addition to properties described in the "Player's Handbook". ## Burst Fire As an action, you can expend 10 pieces of a Burst Fire weapon's ammunition to spray shots in a 10-foot [Cube](Mechanics/CLI/rules/variant-rules/cube-area-of-effect-xphb.md) within the weapon's normal range. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon's damage once, and apply it to each creature that failed the save. ## Reload You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action. ## Ammunition Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at your discretion. An [Energy Cell](Mechanics/CLI/items/energy-cell-xdmg.md) weighs 1/2 lb. ![Firearms](Mechanics/CLI/tables/firearms-xdmg.md) ![Firearms](Mechanics/CLI/tables/firearms-xdmg.md)