Submachine Gun (3.5e Equipment)

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Author: Foxwarrior (talk)
Date Created: 3/19/11
Status: Just started
Editing: Clarity edits only please
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Submachine Gun

Simple Light Projectile

Cost: 400 gp
Damage (Small): 1d3
Damage (Medium)1: 1d4
Critical: 20/x3
Range Increment: 40'
Weight2: 3 lbs
Type3: Piercing
HP4: 4
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


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.

Addon Price (gp) Weight Effect
Silencer 100 1 lb Deal -1 damage, but you may use a Move Silently check at a -5 penalty for the DC to hear it.
Hollow Point Bullets 100/clip 1 lb/clip Deal +1 damage, but take double penalties from hardness and damage reduction.



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Foxwarrior's Homebrew (780 Articles)
Foxwarriorv
AuthorFoxwarrior +
ClassProjectile +
Cost400 gp +
Critical20/x3 +
Damage1d4 +
Damage TypePiercing +
Hardness5 +
Hit Points4 +
Identifier3.5e Equipment +
ProficiencySimple +
Range40 +
RatingUndiscussed +
SizeLight +
TitleSubmachine Gun +
Weight3 +