Ammunition. The ammunition of a firearm is destroyed upon use. Firearms use bullets. A stack of ammunition takes one inventory slot and contains a number of bullets equal to a firearm's reload value.
Burst. A weapon that has the burst property can replace an attack on a single target by instead pelting a 15-foot-diameter area within normal range with shots. Each creature in the area must succeed on a Reflex saving throw against your maneuver DC or take the weapon's normal damage. A creature that succeeds on this saving throw by less than 5 takes half damage instead. This action uses ten pieces of ammunition.
Reload. Only a limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action.
Scatter. A weapon with the scatter property does not impose disadvantage on attacks made at long range. Instead, any attacks made in the second range increment are made to all creatures within 10ft of the target creature using the same attack roll versus each creature, and deal minimum damage, as if each die rolled a '1'. A critical hit at long range will still do one damage per die.