Submachine Guns

A subset of small arms, sub-machine guns are fully automatic, magazine or battery fed combat carbines meant to fire pistol-sized ammunition. As assault rifles and combat rifles have become the standard to be able to punch through body-armour and power shields, sub-machines are mainly favoured by special forces, law enforcement and specialist officers in the military, as they have less chance to over-penetrate their target and harm innocents, are generally shorter which makes them superior in Close Quarter Battle (CQB) and are lighter, which allows the user to carry more equipment in contrast to an assault rifle and its ammunition load. With the amount of boarding action performed by ship crews during the Protectorate War and subsequent conflicts, sub-machines were rather popular at that time as well among the Terran Confederacy Marine Corps and were subsequently adopted by the Elven Imperial forces and Baal'Ken Hordes.
=== Sub-machine gun quick rules ===
Any regular small arm can be converted a sub-machine gun by increasing its equipment level by 1, doubling their ammunition storage but also doubling their usage and adding the Automatic trait to them. Remember that no weapon can have an Equipment level above level 20. Sub-machine guns still count as Small Arms.
=== New Sub-machine guns ===
All rail weapons drain 5 charges from a standard battery when you replace their magazine.
Name 	EL	Cost 	Damage 	Range	Crit 	Cap	Use	bulk	Special
MP45 rail SMG	3 	785 	1D6 K (P)	30ft 	Wound	30 	3 	1 	Rail, Automatic
P500 rail SMG	10	17500 	2D6 K (P)	45ft 	Wound	50 	3 	1 	Rail, 1 upgrade rail, Automatic
MP9A rail SMG	13	44500 	3D6 K (P)	60ft 	Wound	30 	3 	1 	Rail, 2 upgrade rails, Automatic
GG15 rail SMG	16	185000	4D6 K (P)	60ft 	Wound	50 	3 	1 	Rail, 2 upgrade rails, Automatic
P510 rail SMG	20	815000	5D6 K (P)	80ft 	Wound	60 	3 	1 	Rail, 2 upgrade rails, Automatic
Category:Weapons