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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 (SMG) is a small gun in Fallout 3.

Characteristics[edit | edit source]

10mm submachine gun expanded

The 10mm SMG is most effective at close-range by unleashing a hail of bullets. However, the SMG is significantly less useful at longer ranges unless assisted by the perk Concentrated Fire. The SMG simply has too much spread to be of much use beyond close-range combat. Another downfall of the SMG is its ammunition consumption; if ammunition is not properly managed, the SMG can eat through 10mm rounds at alarming speeds. With full automatic fire and a 30-round magazine, the SMG is a decent emergency sidearm against most wildlife and unarmored humans, particularly given that 10mm ammo is one of the most plentiful in the game. The SMG is also quite common, making it easy to repair and is recommended to lower level Small Guns users.

Durability[edit | edit source]

The 10mm SMG can fire a total of about 1190 times, the equivalent of 40 reloads, from full condition before breaking.

Variants[edit | edit source]

  • Sydney's 10mm "Ultra" SMG - Relic hunter Sydney's weapon of choice, the Ultra SMG holds an astounding 50 10mm rounds in a single magazine, and deals more damage than the standard SMG.
  • Operation: Anchorage (add-on) Sim version - A sim-only version of the weapon which differs only in health, with a whopping 999,250 hit points. Essentially preventing the gun from ever degrading, well over 1500 rounds of ammunition can be fired without it degrading 1%. The weapon is not accessible outside of the simulation without the use of the Gary 23 exploit or console commands. It can be obtained in the sim through certain equipment packs on the equipment terminal.
  • Cut content 10mm Alloy Steel Submachinegun - Another version of the weapon was cut from the Operation: Anchorage add-on. Called the 10mm Alloy Steel Submachinegun, it is otherwise identical to the standard 10mm SMG.

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 ratio
10mm submachine gun 7
7010x0.174201.41.5301190533066
Sydney's 10mm "Ultra" SMG 9
9010x0.194201.81.550926543086

Locations[edit | edit source]

Gallery[edit | edit source]

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