One or two-handed ranged weapons with very high rates of fire.

What Are SMGs?

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>

Most Common Stat: OBS

Starting Weapons (One-Handed): Tangent MP, AutoBack MP

Starting Weapons (Two-Handed): Concave SMG, Brazen Mil SMG

SMGs

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

Unique Information

Penalty 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.