Here we are again, with continuation of a horrible abomination that started with the ghetto blaster. Here for your delight are some more prime selections of hastily-assembled firearms. Enjoy!
Similar to the ghetto blaster, this is more of a modification to a common weapon than a truly improvised-from-scratch one. It involves strapping a pair of Remington M-870s together, side-by-side. Though bulky and heavy, you’re left with a pump-action double barrel shotgun. Now you’re ready to turn the idea of human skeet shooting into a gory reality.
A number of… we’ll call them “options”, exist which can be integrated into a 1740, each of which is detailed below.
Ingredients: Remington M-870 (or other similar pump-action 12 gauge shotgun) x2
Nuts, bolts, and other hardware x(many)
Metallic lunchbox (optional) x2
Directions: Due to the presence of significantly more working parts than one finds in a double-barrel, only a DC 20 Repair or Craft (Mechanical) check can complete the 1d4 hours of work in a machine shop necessary to construct a 1740. During this time, the builder may choose to reduce weight in up to 2 different ways.
Dove-tail butt-stock: DC 15 Repair or Craft (Mechanical) check. This replaces the 2 butt-stocks with a single, centrally-mounted one. Such a modification reduces overall weight by 2 lbs. Removing both butt-stocks requires only a DC 10 Repair of Craft (Mechanical) check, but confers a -1 instability penalty on attack rolls, due to its unwieldy nature.
Short Barrel: DC 12 Repair or Craft (Mechanical) switches the long-barrels for short ones (provided the builder has short barrels). Alternatively, the builder may choose to simply saw-off the existing barrels (which requires a strong enough saw, but no skill check). Either way, 1740s with short barrels have a range increment of only 10 ft., but weight is reduced overall by 4 lbs. Longer barrels retain both their longer range increment and their heavier weight.
Ammo cans: The recipe calls for old-fashioned metal lunchboxes, but really, any similarly sized and shaped metal box that can be machined will do. It takes a DC 20 Craft (Mechanical) check to complete the necessary modifications, which takes 1d4 hours in a well-appointed machine shop. A 1740 can have either one or two such ammo cans; each adds 4 lbs to overall weight, and fifty 12 gauge shotgun shells between each reload. Zoinks!
Damage: 3d10, Critical: 20×2, Range Increment: (10ft. short barrel; 30ft. long barrel), Rate of Fire: Single, Magazine: (6-12 internal, or; 50 box, or; 100 dual boxes), Size: Large, Weight: (base 15 lbs.; -4lbs. short barrel, +4lbs. 1 box, +8lbs. 2 box, -2lbs. dove-tail, -4lbs. no stock), Purchase DC: you can’t really buy these…
Special: A 1740 discharges two rounds at once. If it should happen that only a single barrel is loaded, then that attack is resolved as a normal shotgun attack, albeit with an additional -1 (since the barrel would be off-center). If ammo boxes are used, replacing a full one is a move-equivalent action which provokes attack of opportunity. If boxes are not used, then the 1740 relies on the internal magazines of its constituent shotguns; reloading each is a separate full-round action that provokes attacks of opportunity.
NOTE: In the event of a critical failure, generally only 1 of 2 barrels fails at a time (DM’s discretion); if, in this event, further attacks are made before repairs to the jammed portion, then the critical failure range increases from 1-2. Note the cumulative -1 attack penalty for an off-set barrel.
Like the flare gun gone wild, the zip gun is the answer to a small, discreet way to get someone else’s gun off of them. A decidedly more subtle option, the zip gun favors a smaller (and therefore less noticeable) caliber round. Usually a small pistol caliber bullet is used, such as a .32, .22LR, or 9mm. Just as disposable as the flare gun gone wild, the zip gun generally destroys itself when fired. Designed to be used at point-blank range, zip guns are less firearm and more tool that runs on bullets. Despite their small size, they still require 2 hands to operate.
Ingredients: Metal ink pen x1
Pistol caliber bullet x1
Surgical straps x2
Duct tape x1ft.
Nuts, bolts and other such hardware x(many)
Directions: It takes 15 minutes and a Repair or Craft (Mechanical) check DC 15 to assemble the ingredients into a zip gun. Thereafter, the user “cocks” it with a move-equivalent action, then fires it with an attack action. There is a cumulative 50% chance per shot fired that a zip gun destroys itself (but still discharges the shot). “Reloading” one is a crude process that takes a full round action and provokes attacks of opportunity. If you insist on reloading one. Which is dumb.
Sample zip gun…
Damage: (2d4-.22LR, .32, and the like, or 2d6- 9mm, .45ACP, and the like), Critical: 20×2, Type: Ballistic, Range Increment: 5ft.,Rate of Fire: Single, Magazine: 1 internal, Size: Tiny, Weight: .5lbs, Purchase DC: you DEFINITELY cannot buy these HIGHLY ILLEGAL devices…
Special: A zip gun can be used to make touch attacks. If it is use in this way, the shooter also takes full damage dealt by any attacks, but in the form of subdual damage.
NOTE: Zip guns critically fail on a roll of 1 or 2. In the event of such a failure, the shot is still discharged, but the shooter takes half of the damage dealt by the shot.
Bike shop SMG
This variety of weapon more often turns up in the hands of partisans than any others, who generally have the time, resources, and advance notice enough to cobble together such a weapon. Historical cases aside (such as the Tec-9, PPSh-41, M-3 and Sten), “inventing” your own is a matter of sufficient wits, cheap parts, facilities and time. Generally chambered for some common pistol cartridge, these ramshackle weapons sometimes prove to be incredibly reliable. That said, quality can vary wildly between individual weapons. The design presented here was constructed in a well-appointed but altogether common bike shop, using parts and materials that were already there, and a few parts salvaged from broken guns.
Damage: 2d6, Critical: 20×2, Type: Ballistic, Range Increment: 30ft., Rate of Fire: Single, Auto, Magazine: 24 box, Size: Medium, Weight: 5lbs., Purchase DC: As with zip guns, bike shop SMGs are SUPER ILLEGAL, so you pretty much can’t buy them…
Special: Because they are not factory-machined, bike shop SMGs take a full round action to reload rather than a standard, despite their box magazines.
The Rule of Thumb: It can be summed up in one simple mantra; pick an existing SMG, nerf down all but one of its characteristics, apply the special trait described above, and boom. Done. Simple, right?
It takes a DC 25 Craft (Mechanical) check and 1d4 hours of work to slap together a bike shop SMG. But WAIT! There’s MORE!
The bike shop SMG is flat-out notorious for all manner of modifications intended to make it more dangerous, if not more deadly. Thanks to real-world terrorist groups- and action movies too numerous to mention- there is no way to compose a truly comprehensive list of everything anybody ever did to their improvised partisan gun to make it kill harder. Instead, this is a list of common ones; the most common ones, at least as determined by this author.
Huge-ass magazine: Doubling magazine capacity increases the weight by 1.5 lbs. and the Craft DC by 2.
Silencer: A silenced weapon is only audible to those who succeed on a DC 15 Listen check, but clumsy home-made silencers impose a -1 penalty to attack rolls (this penalty stacks with any others). Adding a silencer increases the weight by 1 lb. and the Craft DC by 2.
Burst fire: By sacrificing the ability to fire any other way, a bike shop SMG can be rigged to take advantage of the Burst Fire feat. Doing so increases the Craft DC by 4 and reduces the weight by 1 lb. It is generally not possible to have single, burst, and auto-fire options on a weapon that was not factory machined.
Really small: By eliminating the ability to fire any other way than auto, a really small bike shop SMG sheds much weight. It’s magazine size is reduced as a result by 50%, but it weighs half as much, and is considered Small size. Additionally, really small bike shop SMGs receive a +2 inherent design bonus to Sleight of Hand checks made to conceal it. All told, the really small modification adds 4 to the Craft DC to build a bike shop SMG.
In our next installment of DIY Gunslingers Take Heed!, we’ll be discussing the more defensive side of improvised weapons. After all, an insurgent can ever be too careful!
Until then, game on, nerds!
Hicks (I once shot a guy’s ear off)
Snout (Yes, I take him with me into public. It’s actually not that bad)