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For an overview of submachine gun models in the Fallout series of games, see submachine gun.

 
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The 10mm submachine gun is a weapon in Fallout: New Vegas

Characteristics[edit | edit source]

10mm submachine gun expanded

The 10mm submachine gun is a one-handed automatic weapon. Although the in-game description for the 10mm SMG lists a high damage-per-second (DPS), it shares the common weakness of most shotguns and automatic weapons in Fallout: New Vegas in that much of its theoretical power is negated by the damage threshold system. In addition to losing much of its damage, the high spread of this weapon requires the wielder to be at close ranges for all of the rounds fired to impact on the target.

Another downfall of the SMG is its ammunition consumption, as this SMG can eat through 10mm rounds at alarming speeds: emptying its magazine in 3 1/3 seconds. However, with full automatic fire and a 30-round magazine, the SMG is a decent side arm for close quarters combat.

Durability[edit | edit source]

The 10mm submachine gun can fire a total of about 2495 standard rounds, the equivalent of 84 reloads, or 63 reloads when modified with extended magazines, from full condition before breaking.

Ammunition typeUnmodifiedW/ Extended mags
ShotsReloadsShotsReloads
Standard, HP & JHP249584249563

Modifications[edit | edit source]

Variants[edit | edit source]

  • Sleepytyme Gun Runners' Arsenal - added in the add-on Gun Runners' Arsenal. It has a suppressor/compensator along with internal modifications that boost the damage and slightly elevate the rate of fire. It also comes with a darker finish and a larger magazine.

Comparison[edit | edit source]

Legend
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAttacks in V.A.T.S.Action Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
10mm submachine gun 19
1719x0.08193222.62.230249552370474505
10mm submachine gun With all weapon mods attached 19
1719x0.08193222.61.240249554470894505
Sleepytyme Gun Runners' Arsenal22
22010x0.12242241.7402495582501650505

Locations[edit | edit source]

Notes[edit | edit source]

  • Along with the 9mm submachine gun, the 10mm SMG will not slow one down when equipped.
  • Aiming can be difficult, due to the extremely thin circular iron sight and the distance between the rear sight of the gun.

Behind the scenes[edit | edit source]

Was it a deliberate decision to make 10mm weapons very common in vaults and 9mm weapons common outside of them? It felt like 10mm weapons were more military or vault-tec issue while 9mm were civilian.
Joshua Sawyer: Yes. 10mm weapons seemed more "vaulty"/futuristic in my mind.
Joshua Sawyer

Gallery[edit | edit source]

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