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

Characteristics

10mm submachine gun expanded

With a fully automatic rate of fire and a 30-round magazine, the SMG is effective against wildlife and unarmored humans. 10mm ammo for the weapon is one of the most plentiful in the game and the SMG is also quite common, making it easy to repair. However, it suffers from poor accuracy due a high spread, making it ineffective at longer ranges. The 10mm submachine gun is a one-handed automatic weapon. It has a high damage-per-second (DPS) and low Damage Threshold. 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. With full automatic fire and a 30-round magazine, the SMG performs well in close quarters combat.

Durability

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

Variants

  • 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

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

Notes

Along with the 9mm submachine gun, the 10mm SMG will not slow one down when equipped.

Behind the scenes

Joshua Sawyer commented that the decision to place 10mm as opposed to 9mm weapons in vaults was intentional, noting their appearance as more "vaulty/futuristic."[Non-canon 1]

Gallery

References

Non-canon

  1. Question: "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 on Formspring)
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