One or two-handed ranged weapons with very high rates of fire.
Split into Machine Pistols (MPs) and Submachine Guns (SMGs), these rapid-fire weapons bridge the gap between handguns and rifles; in more ways than one. They share ammo types.
MPs are one-handed, while SMGs are two-handed. They all suffer from low stability, with MPs feeling it noticably more.
Very quick-firing, but hard to aim, they rely more on output of shots than marksmanship.
<aside> đź’ˇ Calibres include 9mm, .45, 5.56, and 7.62!
</aside>
Weapon | Sub | Adept | Hands | Stat | Range | Shots/Cap | Ammo | Reload | Equip | Recoil | Dmg | Type | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Concave SMG | SMG | Ama | 2 | OBS | 4/50m (Mid) | 3/10 | 9mm | 8m | 4m | 0 | 2d6 | Puncture | 1.9kg | -2 to hit |
Brazen Mil SMG | SMG | Ama | 2 | OBS | 4/50m (Mid) | 3/9 | 9mm | 8m | 6m | 0 | 2d6+1 | Puncture | 2.4kg | -2 to hit |
Tangent MP | MP | Ama | 1 | OBS | 0/20m (Close) | 4/4 | 9mm | 6m | 4m | 1 | 3d6 | Puncture | 1.4kg | -3 to hit |
AutoBack MP | MP | Ama | 1 | OBS | 0/16m (Close) | 4/5 | 9mm | 6m | 2m | 1 | 3d6+1 | Puncture | 1.3kg | -3 to hit |
Even before recoil, MPs and SMGs are very inaccurate. Blame their short barrels. Convenient, but punishing.
To represent this, they all have a penalty that’s subtracted from any attack rolls made with them.
This is in addition to any recoil, but doesn’t add up like recoil does; they just always have this fixed penalty.
MPs suffer a -3 to hit.
SMGs suffer a -2 to hit.