Assault Rifle (3.5e Equipment)

Technically One-Handed -4: If not held in two hands, the firer suffers a -4 penalty to hit.

Long Range: Beyond the first three increments, the length of each increment is increased to 1000'.

Automatic Fire: Whenever the Assault Rifle could be used to make an attack, it can instead be used to make two attacks, at a -4 penalty to each.

Spray and Pray: As a full-round action, if the Assault Rifle 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 Assault Rifle's damage.

High Tech: The price to enchant an Assault Rifle is doubled.

Masterwork: The stats above are for a non-masterwork Assault Rifle, such as an AK-47. Fancier Assault Rifles are masterwork. Unfortunately, this makes them delicate, reducing their HP by 2 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 Assault Rifle takes one minute.

Noisy: The Listen check DC to hear an Assault Rifle being fired is -20.

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

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 30 shots. Reloading the Assault Rifle is a move action which provokes attacks of opportunity.

The Assault Rifle also has some equipment which only works for the Assault Rifle. As such, it is listed here.