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Submachine Guns

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Submachine guns trade the higher damage of higher calibre pistols, for the ability to use fully automatic firing modes.   The average SMG has the following stats   Weapon Skill: Handgun
Single Shot Damage: 2d6
Standard Magazine: 30 (M.Pistol)
Rate of Fire: 1
Hands Required: 1
Attachment Slots: 3
Concealable: Yes
Special Fire Mode: Autofire 3/Suppressive Fire.
  A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted.   A non exotic weapon that starts with preinstalled Attachments can have those Attachments removed to free up that slot, but that Attachment can only be reattached to a weapon of the same weapon category. An exotic weapon cannot have its attachments removed.     Unless otherwise stated, they use the following Range Table

Single Shot

Range 0-6m 7-12m 13-25m 26-50m 51-100m 101-200m 201-400m
DV 15 13 15 20 25 25 30
 

Autofire

Range 0-6m 7-12m 13-25m 26-50m 51-100m
DV 20 17 20 25 30
   

Known Submachine Guns

Weapon Description Slots Price
Arasaka HJKE-11 The firearm that started the Smart Gun revolution. Fires 3 round bursts. 3 500 eb
Arasaka Minami 10 High quality, low calibre Arasaka SMG, engineered to precision, and highly moddable. 3 500 eb
Arasaka Minami 10 P/M/S A high end SMG designed for when a more covert option is required. 2 600 eb
Big Dreem A gun only ever purchased by those ready to accept death, but you won't find a cheaper gun around. 0 10 eb
Dai Lung Cybermag 20 Low quality knock-off, but high ammo capacity. 2 550 eb
Federated Arms Pepper Shaker SMG featuring an.... ammunition saving feature. 0 500 eb
Federated Arms Tech-Assault III An upgraded version of the Tech Assault that no longer melts under pressure, only jams. Third time's the charm. 3 50 eb
Militech Mastiff SMG with an underbarreled shotgun 0 1,000 eb
Militech Mini-Gat SMG with 5 rotating barrels, spits lead like no other. 3 100 eb
ModFire 10X Recombinable handgun that can be configured into a SMG, or Assault Rifle. 0 1,000 eb
Mustang Arms Rodeo Packs more of a punch than your average SMG, but requires steady hands to handle it's full auto. 3 100 eb
Teen Dreem Incredibly cheap 3D printed machine pistol, that'll fully melt if it tries to autofire. 0 20 eb
   

Arasaka HJKE-11 Yukimura:

The weapon that started the smart revolution, issued in the 2040's by Arasaka. With the Yukimura, you could shoot as poorly as the troopers in a certain late 20th century space opera and still hit your target with 100% accuracy.   An Exotic SMG with a Smart Rebuild. When fired in Single Shot, it deals 3d6 damage, expending 3 rounds with each Attack Check.   If not enough rounds are available to fire 3, the weapon deals 2d6 damage instead.    

Arasaka Minami 10:

Arasaka wouldn't outfit its own security personnel with anything less than quality, so you know the Minami 10 is the best SMG the market has to offer. Thanks to the 4th Corporate War, there are a lot of these lying around Night City.   An Excellent Quality SMG    

Arasaka Minami 10 P/M/S:

Officially designed for police, military, and security functions where discretion is more important than flash, the Minami 10 P/M/S saw extensive use as an assassination tool during the 4th Corporate War.   An Excellent Quality SMG, preinstalled with a Silencer.    

Big Dreem:

Oh, those things scare the heck out of me. I've never seen one carried by a living person who wasn't totally ready to die. Do you really want to buy one?   -Molly
  An Exotic SMG only capable of Autofire. It can only load proprietary 30 round basic ammunition bricks, which are sold for 20eb each. Once fired, the weapon will continue to Autofire for the user's next two turn, even if dropped, thrown, or in the event of the user's untimely death. During these two turns, unless an Action is used to aim the weapon's Autofire, it is treated as a having an Autofire skill base of 10, and a mind of its own: the GM chooses who or what the gun shoots at. Due to the weapon's bulk, it cannot be concealed.    

Dai Lung Cybermag 20:

Another low-quality knock-off from Dai Lung, this time of the classic IMI UZ. Credit where credit is due: Dai Lung tried to improve the original by adding extra ammo capacity.   A Poor Quality SMG, comes with a preinstalled Drum Magazine.    

Federated Arms Pepper Shaker:

The Federated Arms Pepper Shaker is a compact SMG popular for its comfortable shooting experience, despite only being capable of Autofire. The most significant benefit of the weapon is an ammunition-saving trigger feature which fires 6 bullets every time the trigger is pulled, allowing the user to worry less about how many bullets they can afford to dump into a target, and more about how to end the fight quickly.   The Pepper Shaker is an Exotic SMG that can only be fired using Autofire and cannot make Aimed Shots, or fire in single shot mode. Despite being an Exotic weapon, it can still load Non-Basic Ammunition. Unlike other weapons, when fired in Autofire, the Pepper Shaker uses 6 bullets instead of 10 per attack.    

Federated Arms Tech-Assault III:

The Tech-Assault I tended to melt when subjected to the stress of autofire. The Tech-Assault II promised to fix the flaw, but didn't. Surely, the Tech-Assault III gets it right? Sort of. It no longer melts, but jams quite often.   A Poor Quality SMG.    

Militech Mastiff:

The Militech Mastiff was designed to punch holes in doors to help breach, and the follow up with a burst of bullets. Each Mastiff comes with an instruction video showing how useful the shotgun feature is as some bastard decked out in far too much gear shoots hinges off doors and goes wild inside a room, dumping their whole clip. The top section of the mastiff is a submachine gun while the lower is a pump-action shotgun with a bottom feed chamber. The clip for the SMG fits between the trigger of the SMG and that of the shotgun. Because the Mastiff is primarily sold to police departments, thousands have leaked into Night Markets thanks to widespread corruption.   This weapon is an Exotic Combination Two-Handed SMG and a Shotgun. The Shotgun has three shots in its magazine. Both modes of the weapon fire from separate magazines and each must be reloaded using a separate Action. It cannot be Concealed, and cannot be installed in a Popup Mount.    

Militech Mini-Gat:

Why settle for one barrel when you can have five? The classic Militech Mini-Gat Carbine buzzes like no other when spitting lead in autofire mode. No sound is more satisfying to an autofire enthusiast's ears.   A Standard Quality SMG.    

ModFire 10X:

Back in the day, the ModFire 10X was going to be Centurion Essentials' next gem in the firearms marketplace. This pistol-turned-SMG-turned-assault rifle came in a lovely back carrying case with all the parts needed to convert it into the right weapon for those times when packing a whole gun cabinet just wasn't practical. It was the perfect weapon for that Exec who wanted to look badass or the Solo who was too indecisive. Inside the included, sleek carrying case a new owner coul dfind the ModFire 10X core, a barrel extension, a foldable stock, and a set of proprietary magazines which partly replace the weapon's firing mechanism when swapped out. The only complaint about the ModFire was how design limitations made it incapable of autofire while in pistol mode. The autofire mode only becomes accessible when the barrel extension is locked into place along with either the SMG or Assault Rifle proprietary magazines. Centurion Essentials claimed that this was to keep the core from overheating and melting the barrel, but insiders claim it was so that customers would need to buy the whole package directly instead of just the parts they wanted on the secondary market. After the 4th Corporate War, the ModFire seemed to fade from store shelves and wholesale distribution. Even still, there are still some older Execs who keep one of these bad choombas under the seat.   The ModFire 10X is an Exotic Heavy Pistol that can be transformed into an Exotic SMG or Exotic Assault Rifle in 1 minute without a Check, assuming the user has access to the weapon's modular parts. The parts all fit nicely in a tasteful foam-lined carrying case.    

Mustang Arms Rodeo:

An incredible amount of power in a small package. Unleashing its full potential requires a precise eye, steady hands, and incredible skill. Can you handle it?   A Poor Quality SMG that deals 3d6 damage when fired in Single Shot. When shooting the Rodeo in autofire, the user must make a DV15 Handgun Check in addition to the standard Autofire Check to hit. The Handgun Check does not require an Action, but if the user fails, the Rodeo's autofire multiplier is decreased to x2 for this Attack.    

Teen Dreem:

A relic of 2020s pop culture, the Teen Dreem might be a fun print for a nostalgic Tech, as it's just as much of a gun for posers now as it was in its mallrat heyday of 2020. Watch out, or you might get burned!   The Teen Dreem is a Poor Quality Exotic SMG with a 10-shot capacity. Unlike other weapons, this weapon can use Autofire and Suppressive Fire as long as it has at least 2 bullets in the clip, both of which drain the clip entirely. Most importantly, whenever you use Autofire or Suppressive Fire with a Teen Dreem the front of the barrel sloughs off like a block of melted cheese after it finishes firing, destroying the weapon beyond repair.      

Implanted Submachine Guns

Unless otherwise stated, any of the above firearms can be installed in a popup mount inside a cyberarm for an additional 500eb, 7 (2d6) HL, and 2 Option Slots.   If they were not concealable beforehand, it is now concealable.