Machine Gun (3.5e Equipment)

Technically One-Handed -8: If not held in two hands, the firer suffers a -8 penalty to hit.

Long Range: Beyond the first three increments, the length of each increment is increased to 500'.

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

Spray and Pray: As a full-round action, if the Machine Gun is held in two hands, you can scatter a 70 bullets in a 300' cone. Any creature in that cone must make a Reflex save (DC 5 +BAB) or get hit by a bullet and take the Machine Gun's damage.

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

Masterwork: The exacting autofire requirements of a Machine Gun mean that all Machine Guns are masterwork. Machine Guns are instantly jammed (unable to fire) by immersion in salt water, mud, sand, or similar dirty things. Unjamming a jammed Machine Gun takes one minute.

Noisy: The Listen check DC to hear a Machine Gun being fired is -20.

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

Clips: Each clip costs 300 gp, weighs 6 pounds, and contains 100 shots. Reloading the Machine Gun is a full-round action which provokes attacks of opportunity.

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