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There is a Legacy version here.

PFS StandardHand Cannon

Modular B, P, or S 
Source NPC Core pg. 50
Favored Weapon Rokoga Gin
Price 3 gp; Damage 1d6 modular; Bulk 1
Hands 1; Range 30 ft.; Reload 1
Type Ranged; Category Simple; Group Firearm
Ammunition Firearm Ammunition (10 rounds)

Hand cannons are little more than a hardened tube with a handle and external ignition attached. A hand cannon can be used to fire almost anything that can be packed into its barrel. The wielder of a hand cannon can change the damage type granted by its modular trait as part of the same Interact action used to reload.

Traits

Modular B, P, or S:

The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list more complicated configurations.


Critical Specialization Effects

Source Core Rulebook pg. 283 4.0
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.

Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1.

Specific Magic Weapons

Erraticannon, Gray Prince, Hydrocannon, Hyldarf's Fang