Submachine Gun (3.5e Equipment)

Technically One-Handed -2: If not held in two hands, the firer suffers a -2 penalty to hit.

Long Range: Beyond the first three increments, the length of each increment is increased to 300'.

Automatic Fire: Whenever the Submachine Gun could be used to make an attack, it can instead be used to make two attacks, at a -6 penalty to each.

Spray and Pray: As a full-round action, if the Submachine Gun is held in two hands, you can scatter 20 bullets in a 200' cone. Any creature in that cone must make a Reflex save (DC 1 +BAB) or get hit by a bullet and take the Submachine Gun's damage.

High Tech: The price to enchant a Submachine Gun is doubled.

Masterwork: The stats above are for a non-masterwork Submachine Gun. Fancier Submachine Guns are masterwork. Unfortunately, this makes them delicate, reducing their HP by 1 and Hardness by 1, and making them instantly jammed (unable to fire) by immersion in salt water, mud, sand, or similar dirty things. Unjamming a jammed Submachine Gun takes one minute.

Noisy: The Listen check DC to hear a Submachine Gun being fired is -15.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing an Submachine Gun.

Clips: Each clip costs 30 gp, weighs 1 pound, and contains 30 shots. Reloading the Submachine Gun is a move action which provokes attacks of opportunity.

The following equipment only matters in the context of the Submachine Gun, so it is listed here.