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How thick is the stock of a thompson submachine gun? Answered

Hello guys, My question is how thick is the stock? Length I got figured out the only thing I don't know is the  thickness of the stock. Some sources suggest that it is 35mm, 50mm or 70mm thick. I seriously have no idea although 70mm seems a little bit to thick. I need to know it for a presentation but no site seems to carry the information... So I'm hoping somebody who owns one can give me the information or otherwise someone with other WW2 weapons as it seems that pretty much all the stocks look evenly thick...

Question by MichelMoermans    |  last reply

The Knex PPSH

Hello there everyone,first of all I'd like to take this time to introduce myself. Sup, names Bob, I live in the UK and Building Knex is something I have recently got into.This is a topic to provide a link to my very first model, A PPSH Submachine Gun!Here is the slideshow: you could comment and rate, it would much be appreciated. I have worked hard on this and have only used one part from somebody else, (The trigger) and even that has been modded to fit my design.No instructable as of yet, but I want people to take an interest in it before I spend my time making the instructable.Thanks.

Topic by hi5er    |  last reply

Air Soft Opinion

 I was going to buy an Air Soft Gun. But I'm really confused which one should I buy. My play style is less-hiding and do more tactic moves. I prefer to shoot in a long range, but using burst-fire weapons. I was going to buy UMP-45 or MP7, but those submachine guns are less-accurate. My friend suggest me to buy AKA 47. Any other suggestions? 

Topic by w1l50n1404    |  last reply

Call of Duty: Custom Classes.

Post your Call of Duty Custom Classes below for everyone to see. Post anything from Black Ops Machine guns or World at War Assault Rifles.     I'll show you an example with one of my classes.                         Example: Game:                   Black Ops Primary:                Submachine Gun Weapon:               Ak74u w/ grip and rapid fire. Secondary:           CZ75 w/ extended mag. Lethal/Tactical:     Frag and Nova Gas. Equipment:            Claymore.   Perk 1:                    Scavenger Pro. Perk 2:                    Warlord Pro.                 Perk 3:                    Marathon.  Just Have Fun With it.       

Topic by Drew99-KGB    |  last reply

Halo K'NEX M7 Caseless SMG Model

Click for Dual SMGs and Battle Rifle Forum TopicThis is a K'NEX model (just a model, not a gun) of the M7 Caseless Submachine Gun from Halo, better known as the SMG. It has twin notch sights, rear and fore stock, and a solid barrel. The stock is extended, the way I made it, but I'm thinking about making it collapsible. It should be fairly easy to put in a firing mechanism, but I don't plan on doing that right now. I don't think I'm gonna post instructions because I would have to take it apart. If anyone can dissect it in their minds, go ahead and make an Instructable, but make it a collaboration with me. M7 Caseless SMG on Halopedia.orgHigh-Res M7 Caseless SMG

Topic by Aeshir    |  last reply

Competitor Rival III AMR Contest gun

Alright, since my orangeboard has decided to revolt against me posting pictures on it I will post them here. Unlike the Springbreaker, this gun is fully functional and working perfectly. The Competitor Rival III is an Adaptive Magazine Rifle meaning you can shoot more types of ammunition with one gun. I made it so magazine well is adjustible so it can shoot sizes ranged from gray connectors to yellow rods. I have pictures here of it's blue rod magazine and it's yellow rod magazine. Why do I have pictures here you may ask. Well, I haven't built a rifle since, hmmmm....., Springbreaker? Anyway I want to know what you think of it and if it really does look as good as I think it does. Also how to take better take pictures of it (I'm so use to making handguns and submachine gun sized guns!). What angles should I try, so it shows off the most detail because as you can see it was kinda hard. Anyway thanks for looking and commenting, this will be posted in the contest with Competitor III so good luck! JonnyBGood ------------------------------------------------------------------------------------------ V2 Pics Posted after the guy and ball gif

Topic by JonnyBGood    |  last reply

K'NEX Halo 3 Dual SMGs and Battle Rifle

Dual M7 Caseless SMGsI made another SMG and a Battle Rifle! The SMGs are almost exactly alike, except when I made the second one I noticed some problems and made a few small changes. Also, I didn't have enough of those swingy pieces I used for the forestock joint, so I used ball and joint pieces, which worked great.Here is the description from the page I made when I made the first one.This is a K'NEX model (just a model, not a gun) of the M7 Caseless Submachine Gun from Halo, better known as the SMG. It has twin notch sights, rear and fore stock, and a solid barrel. The stock is extended, the way I made it, but I'm thinking about making it collapsible. It should be fairly easy to put in a firing mechanism, but I don't plan on doing that right now. I don't think I'm gonna post instructions because I would have to take it apart. If anyone can dissect it in their minds, go ahead and make an Instructable, but make it a collaboration with me. M7 Caseless SMG on Halopedia.orgHigh-Res M7 Caseless SMGBR55HB SR - Battle Rifle, Heavy Barrel, Sniper RifleDifferences between BR55HB SR (Halo 3) and BR55 (Halo 2)- Longer barrel- Trigger guardI based my model off the BR55HB SR, which is the actual name for the Battle Rifle in Halo 3, so it includes all the changes. It has the elevated rail, which has a scope on it. You might notice at the end of the barrel in the picture of the actual gun, the barrel looks expanded at the end. I did this too. The inside of the model is almost completely hollow, so it would be easy to convert into a gun. The barrel at the end would be hard though. The whole thing is very solid, even though it's hollow. It's also very easy to make, unlike the SMG.BR55HB SR Battle Rifle on Halopedia.orgHigh-Res BR55HB SR Battle Rifle

Topic by Aeshir    |  last reply

Zombie RPG / D&D Style Game

For ZSDW: I've been in the zombie hype for awhile, (about a year ago,) and after finishing a couple of Zplans, I decide it would be fun to kill some zombies with dice and statistics. Alas, this is quite the beta, and it generally uses d6's, as well as some skewed grammar and stats. First things first. You are not a specified character. You have no character sheet, you have no special abilites. The following few paragraph will explain a few confusing things, and give hints on how your location will affect your game. Then, there will basic weapon stats. Later, there will be about how zombies affect you, and what kinds of zombies there are, and their health. You will also learn how you can scrounge for stuff from bodies.  Subdivide means to roll for what section it is applicable for. Say your about to go into a room, you would roll for SURVIVOR and ZACH Room check. Say you get a four(4). That means there is something in the room. You would then decide if it was locked. (Unnecessary, but for extra gameplay, most are going to be locked. Hit the lock with something, and roll for it's regular attack. If the attack is successful, you broke the lock. If not, well, you may have to literally blow up the door, or say that you cannot go into the room.) Let's say no lock for times sake. Now, you know something/someone is in there. Subdivide by rolling what it is. Second line of Survivor and Zach Room Check shows this. Luckily, you roll a one(1). That means a Military person is in the room. They can have Assault Rifles, Submachine Guns, Rifles with Scoped subclass, And Scatterguns with the Breacher Barrel subclass. You can only find them in Military bases, Start Variable Location:Warzone, or ALERTNESS Yellow or higher. When moving through a house, roll for room encounters. You may roll for how many rooms you must go through,( If I roll 5, I need to go through 5 rooms before getting out, or to destination around/in house) so you must roll for encounters/room searches while in those rooms.(You would roll 5 times in this case for People and Zach Room check rolls.)  In a house, you may roll for RUN, so 1-2 success, and go to the next room. 4-6, unsuccessful, roll for Scratch. (1-3 Scratched, 4-6 safe.)   ALERTNESS is just a guide for what zombies are available to kill. The ALERTNESS bar is unnecessary; however it adds another angle to the game. It is at the back of this guide.  Ideas, Tips and Otherwise: Tanks, APCs, Pickups, convenience stores, Molotov Cocktail, Improvised weapons, have some fun, and add to this game! Make up some weapons, apply variable splash damage, and just make sure you kill some Zach!   Your start variables should be placed on a separate sheet, for reference. Say for location you picked rainforest/jungle, (your geography, weather, and season fits that description.) you will need/want to roll for Scratches more. (For realism, generally, there will be more crawlers, same with Aristriked Urban.) Same for Urban, and Airstriked-Urban, (Broken buildings, rubble, etc.) or Warzone. (More military personnel. Tanks? Have some fun! :)  START VARIABLES (At the top of the game sheet.) Location: Geography: Weather: Season: # Zach's: Zach's Location: Population Density: Specialized Setting: Attack Rolls: Locks (Y/N): Scratch (Y/N): Alertness Level (Y/N): Supplies (Y/N): Leg Break (Y/N): Travel Days (Y/N):   Supplies is a form of food, ammunition, and other necessary items for a single day. Each survivor in your current group takes 1 supply per day. Supplies can be found by subdividing if your preceding ROOM SEARCH roll is 1-2. If Travel Days is active/applicable, your group takes only 4 supplies per day, individual people in your group do not take any supplies, and you cannot be attacked by Z's. Travel Days are good if you have more than 4 people in your group, and have low health, or need to get somewhere. BITES are fatal, you take 3 supplies when bitten, then the following day you become a Z. Your group can take your weapons. SCRATCH'S are non-fatal; you take 2 supplies for 3 days. (7supplies, because of the one you took the day you were bitten, then the 6 you will take for the following days.) For all melee attacks, roll for bone breaks. 1-2 break, 3-5 Scratched, 6 safe. Scratch disables RANGED and FIREARMS attacks. For disabled, or failed melee attacks, 1-2 = arms, or arm, 3-4 =legs, or leg, 5-6 = chest or neck break. A Neck Break Disable turns Zach melee attacks to 2 bitten, 1 and 3 scratched, 4-6 safe. Arms/Legs breaks decreases that zombies fighting ability to 2 bitten, 1 and 3 scratched, 4-5 safe, 6 breaks leg of human.  When a human has a leg broken, he/she takes two supplies per day, and halves the amount of current PTD. (Play Time per Day)   To determine the time a day takes to complete, roll for the PTD, or Play Time per Day. This is found by rolling a 6 sided dice, then multiplying the number on the dice by 3. This is approximately how long a "day" is in the ZRPG, in minutes. You will need a watch or timer to play this game, if you want to apply PTD.  FIREARMS Scattergun(Shotgun) = 1-3 hit, 4-6 miss, Melee 1-4 hit, 5-6 disabled. RANGE:3 This affects a maximum of 3 Zs. Roll for 1-2 1 Zach affected, 3-4 2 Zach affected, 5-6 3 Zach affected. Sub-Class: Breacher Barrel, 1-2 hit, instant death upon Z's, breaches locked doors/drywall (Apartments, this happens if you like to shoot stuff, or the lock you just suck at opening wont unlock,). Pistol = 1-4 hit, 5-6 miss. RANGE: 4 Melee 1-3 hit, 4-6 failed, if failed, roll for scratches, Z is disabled if successful hit. Subdivide for disable type. RANGE: 1 Sub-Class: Laser, 1-5 hit, 6 miss. RANGE: 5 Rifle = 1-4 hit, 5-6 miss. RANGE: 10 Melee 1-2 hit, instant kill, 3-5 disabled, 6 scratched. RANGE: 2 Sub-Class: Sighting-Laser, 1-4 hit, 5 miss, 6 disable. RANGE: 12.  Bayonet, see knife attack roll. Scope, 1-9 successful on 12 sided die. RANGE: 16 Assault Rifle = 1-4 hit, 5 miss, 6 instant kill or disable, you pick. RANGE: 14 Sub-Class: Grenade Launcher, 1-4, instant 4 Z's kill, when applicable. 5-6 miss Blows open walls/doors, when you fail  assault rifle as a prerequisite to use a grenade launcher. Sub-Machine gun: 1-4 hit, 5-6 miss. Has a three round burst, you can hit a Z 3 times, or 3 Z’s 1 time each, or any combination thereof. Sub-Class:   BLUNTS Crowbar = 1-4 hit, 5-6 miss. Sub-Class: N/A 2x4 = 1-4 hit, 5-6 miss. Sub-Class: Additional Spike/Nail 1-4 hit, 5-6 miss, roll for instant kill, or instant disable. Sheet Metal Tipped, instant disable 1-4, 5-6 miss. Bat = 2-5 hit, 1 and 6 miss. Sub-Class:Aluminum Bat, 1-3 and 6 hit, 4 bat bends (You cannot use the bat anymore)                                        5 miss, instant disable if hit is successful.                    Steel Bat 2-5 hit, 1 and 6 miss, instant kill if hit is true. Sledgehammer = 1-3 hit, 4-6 miss, roll for Scratch if hit is false, insant disable/kill, subdivide for odd/even. You cannot attack next round, but you can use a secondary. Sub-Class: Industrial size, 1-5 hit, 6 miss, instant kill, Scratch if miss. You can only use this once per battle, however at the cost of a Scratch, you may use it again.   SHARPS Axe = 1-2 hit, 3-6 miss, instant kill. You can only use this once per battle, however at the cost of a Scratch, you may use it again. Sub-Class:Double Sided axe, 1-3 hit, kills 2 Z's. You may use this twice on your turn, You can only use this once per battle, however at the cost of a Scratch, you may use it again. Hatchet = Melee, 1-4 hit, 5-6 miss, Thrown, 1-2 hit, 3-6 miss, if hit, roll = 1-3, disabled, 4-6 instant kill Sword = 1-3 hit, 4-6 miss. Instant disable, or roll for instant kill, 1 and 6 instant kill, 2-5 disable. Sub-Class: Knife =1-2 eye stab, instant kill. 3-4 disable. 5-6 miss. If miss, roll for 1-4 scratched, 5-6 bitten. Thrown 1-4 hit, instant disable. 5-6 miss. When you successfully instant kill or disable a zombie, you lose your knife. Sub-Class: Improvised weapon w/ rifle. 1-4 instant kill,  5-6 disable.   RANGED Bow and Arrow =1-3 hit, 5-4 disabled, 6 miss. Sub-Class: Bomb Arrows,1-4 instant death. Fire Arrows 1-4 hit, roll again, 1-3 immolates Z's, 4-6 damages torso. See Molotov Cocktail effects. Molotov Cocktail = 1-5 hit, 6 immolated, dies 3 days. Buildings burn 3 days. Sub-Class:Alcohol Bomb, 1-6 hit, no misses. 2 Alcohol Bombs kill a Z, 2 days. Starts building fire.   Room Search Rolls: WEAPON SEARCH: 1 = FIREARMS, Subdivide for type, pistols and scatters only 2-4 = SHARP, 5 = BLUNT,  6 = RANGED, no Crossbows/Archers Bow. ITEM SEARCH: 1-2 = Supplies, when applicable. This is probably CVS's Walgreens, SURVIVOR and ZACH ROOM CHECK: For a room check, use a d20.  1-4 Z-Encounter, 6-9 survivor, 10-15 nothing, 16-20 supplies. If you roll 16-20, roll a d6. You gain supplies equal to the number on the d6. For a zombie encounter, roll a d6 for number of Z's   AWARENESS LEVELS L. Green = Near None                                   Civilian Known Only Green = Slight                                                  Civilian Known Only, possible Police help. D. Green = LOW                                              Slight Media Coverup,                  L.Yellow = Less than medium                     More Media, Local Police Intervention Yellow = MEDIUM                                         Full Media, Government Denying D. Yellow = Less than HIGH                         Supressed Media By Government L. Orange = slightly less than HIGH         National Crisis Orange = HIGH                                              Class 4 Outbreak, Zero Government, nearly full world infected. Black = Finished game                                             The world is destroyed and there are zero humans left on earth. Zombies are the dominant species now. They will walk the earth, scrounging, trying to fill the hole that can never be filled. Good job, how could you let this happen?   Z's or Zach Types   These zombies are put where applicable. Normal Zachs, and Fat Zachs are found everywhere.   If you miss while attacking a Z, subdivide if they hit you. If you are hit by a Z, you become one in 1 day. You take 3 supplies for that day, if applicable. 1-4 Z bites you, 5 they Scratch you, 6 is miss.   Normal Zach’s = 1 hits to kill apply infection normally.(Found in AWARENESS level: Near none) Fat Zach’s = 2 hits to kill, lower bite rolls to 1 bitten, 2-6 safe.(Found in AWARENESS level: near none) Mil Zach’s = 4 hits with FIREARMS and RANGED, 3 hits melee. (Found in AWARENESS level: Less than medium) Martyrdom Zach’s = 2 hits to kill, only found in churches, monasteries, temples, etc. (You may pickup pistols and knives only from these. Subdivide, 1-4 none, 5 pistol, 6 knife) Quislings = 2 hits kill, if bitten, do NOT roll for infection! If you are hit by a Quisling, you use 2 supplies for 1 week. PD(Police)Zombies = 4 hits kill, You may pick up Pistols and Scatterguns from them Subdivide, 1-3 pistol, 4 none, 5-6 scattergun. 

Topic by PKTraceur    |  last reply