" I'm running outta places to put holes in ya."

Loadout Slot




Kill Icon



Ammo Loaded: 25, Ammo Carried: 75

The SMG is the Sniper's secondary weapon. It deals a low amount of damage per round and has a moderate rate of fire (it fires 10 bullets per second). The SMG enables the Sniper to engage enemies at closer ranges in which the Sniper Rifle would be insufficient. The Submachine gun suffers from a damage falloff over distance similar to the Pistol or Syringe Gun. It should be noted that in one of the promotional TF2 pictures, the Scout had a Submachine gun as his primary weapon. However, this was changed during testing.

Like the Pistol and Revolver, the SMG fires a single, perfectly-accurate shot and then spreads, so long as the player firing it has waited 1.25 seconds between shots.

It should be used to finish off enemies who have taking high damage after being shot with the Sniper Rifle, e.g., headshotting a Demoman at full health with a non-charged shot or who have taken enough damage from the Kukri. During engagements at close range the player is better off using the Kukri, as the SMG has a mediocre damage output.

Weapon DamageEdit

  • Base: 12 (close range), 5 (medium range), 4 (long range)
  • Spread: 11-12 (close range), 5-6 (medium range), 4-3 (long range)
  • Critical Hit: 24

Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2fort. Damages are approximate and determined by community testing.