Similar to pistols, SMGs are one-handed weapons. SMGs use lower-speed projectiles, allowing for a higher rate of fire and heat capacity at the cost of range. As such SMGs are typically fired in short bursts and at shorter ranges.
Whilst an SMG is equipped, if you sacrifice all movement speed at the start of your turn, your effective range is doubled.
To improve your effectiveness with SMGs, you can spend Talent Points on the 'SMG Training' skill under 'Combat Talents'.
Description - A great starting SMG, the Shuriken's 3-round burst allows it to maintain accuracy at ranges typically associated with pistols.
Damage - 1d6 Combat
Heat - 4
Range - 4m
Cost - 2000
Bonus - N/A
Description - Favoured by Eclipse mercenaries, the Tempest is a cheap, fully automatic SMG for operatives who don't mind finishing the job up close.
Damage - 2d4 Combat
Heat - 6
Range - 3m
Cost - 3500
Bonus - N/A
Description - Following the design philosophy of the Executioner Pistol, this Omega-made SMG prioritises rapid damage above all else and features a single armour-piercing shot at the end of each burst.
Damage - 2d6 Combat
Heat - 2
Range - 3m
Cost - 5500
Bonus - Each time this weapon deals damage to Armour Points, a quarter of the damage goes directly to the target's Health Points instead.
Description - Rumours suggest this weapon was first created by an illegal black ops organisation, however the schematics have since been leaked and unbranded knock-off models can now be found in various markets.
Damage - 2d4 Combat
Heat - 3
Range - 5m
Cost - 7000
Bonus - N/A
Description - Designed with accuracy in mind, the Locust features a larger effective range than most SMGs. Coupled with its small, easy to hide frame, the Locust model has a history of popularity among assassins.
Damage - 2d4 Combat
Heat - 6
Range - 6m
Cost - 9000
Bonus - Prized amongst weapon collectors, this SMG can always be sold at full value.
When passing through weapon scanners, roll a D20. If you roll a 10 or above, the scanners will not detect the weapon. Additionally, if you spend 2 minutes disassembling the weapon beforehand, you only need to roll a 5 or above.
Description - Like most Geth technology, this SMG has a passing resemblance to old Quarian weaponry, however the Geth have since made multiple improvements to its efficiency, allowing it to fire for long bursts while keeping heat output minimal.
Damage - 4d2 Combat
Heat - 8
Range - 3m
Cost - 10,500
Bonus - N/A
Description - Originally an Alliance design that was overlooked due to its difficult recoil, later tests showed that in the hands of an expert who could control it, the damage and rate of fire make up the difference, making the Hurricane an excellent weapon for Spec Ops groups such as the N7.
Damage - 6d2 Combat
Heat - 4
Range - 4m
Cost - 12,500
Bonus - N/A