Bullpup SMG (3.5e Equipment)
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Bullpup SMG
Exotic One-Handed Projectile
Cost: | 100 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 19-20/x2 |
Range Increment: | 90' |
Weight2: | 6 lbs |
Type3: | Piercing |
HP4: | 10 |
Hardness: | 10 |
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.
Bullpup submachineguns are compact rapid fire guns whose action takes place behind the trigger, resulting in a deceptively short barrel and large stock. This makes the weapon snug and easy to balance with good single shot accuracy, but does inhibit overall weapon balance and accuracy over multiple repeated shots. The bullpup SMG has a 50 bullet box magazine which can be filled up with bullet cartridges as a full round action. Because of balance issues, iterative attacks with the weapon take a -6 instead of a -5 penalty on each attack. Wielding the weapon with two hands removes this iterative penalty.
Those with the appropriate weapon proficiency can add their Dexterity to damage, and gains access to the following Weapon Arts:
Burst Fire: As a standard action the gun can fire a rapid burst, using 3 bullets. Roll to hit once with a -2 penalty to attack, and deal normal damage plus twice the base weapon damage sans Dexterity modifier or any other abilities such as sneak attack. For a medium gun, this is normal weapon damage plus +2d8. This bonus damage does not multiply on a critical hit.
Rapid Fire: As a swift action, the attacker can make an extra attack at their highest attack bonus. However this attack and all attacks this round take a -2 penalty on attack rolls. This cannot be combined with burst fire or suppressive fire.
Suppressive Fire: Using this is a full attack action which consumes 10 of your bullets. All creatures in a 60 ft cone must make a Reflex save equal to 10 + 1/2 your BAB + your ability modifier for attacking, or take your weapon damage and take a -2 penalty on attack or AC (defender's choice) for 1 round. A successful save negates the damage, but not the penalty to attack or AC.
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