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The 12.7mm submachine gun is a weapon in Fallout: New Vegas.


More common at higher levels, the 12.7mm submachine gun is a heavy-duty large-caliber submachine gun (SMG). It has a high damage-per-second but suffers from a small magazine capacity and a fairly large spread.

Unlike most other submachine guns, the 12.7mm submachine gun is classified as a two-handed weapon; because of this, traveling with the weapon unholstered will slow the player character's movement speed. This also causes the weapon to be holstered on the back, rather than on the hip as with most SMGs. This also affects it with regard to the Jury Rigging perk, putting it in the same repair class as the service rifle and light machine gun, instead of with one-handed automatics like the 10mm and 9mm SMGs.


The 12.7mm submachine gun can fire a total of about 2495 standard rounds, the equivalent of 119 reloads, from full condition before breaking.

Ammunition typeDurability
Standard, HP & JHP2495119




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
12.7mm submachine gun 36
12.7mm submachine gun Gun Runners' Arsenal36
12.7mm submachine gun With all weapon mods attached Gun Runners' Arsenal36



  • The 12.7mm submachine gun is also one of only three fully automatic weapons which are capable of being silenced (the 12.7mm SMG suppressor is not to be confused with the 12.7mm submachine gun silencer, as they are not interchangeable), the others being the silenced .22 SMG and Sleepytyme from the add-on Gun Runners' Arsenal.
  • The weapon's rear sight is actually located on the magazine, an unusual feature.
  • The 12.7mm SMG is one of few weapons that have its own unique reload animation. No other gun has this reload animation and it has no unique counterpart.

Behind the scenes

The 12.7mm SMG is almost entirely fictional, though a couple of elements were loosely inspired by the FN P90 and TDI Vector.[1]


  • Playstation 3Playstation 3 Xbox 360Xbox 360 Although the weapon's value at 100% condition is 5089, it can be repaired up to 5096. [verified]
  • Xbox 360Xbox 360 Sometimes, when firing in first person view, the bullets won't appear but the ammo, but will be spent as normal.[verified]
  • PCPC After equipping the silencer, weapon may only do damage when using VATS mode. [verified]
  • Xbox 360Xbox 360 Sometimes when looting 12.7mm submachine guns they will be added into the inventory on top of one another[verified]


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