Icon disambig
For an overview of submachine gun models in the Fallout series of games, see submachine gun.
For the Gun Runners' Arsenal version of this weapon, see 12.7mm submachine gun (GRA).

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 features an unconventional top-mounted magazine, which lies parallel to the weapon's barrel. It boasts 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




Icon melee- Weapon name (melee or unarmed)Icon sequence- Attacks in V.A.T.S.
Icon gun- Weapon name (gun, energy or explosive)Icon action- Action point cost
Icon damage- Damage per attack (damage per projectile)Icon dap- Damage per action point
Icon dps- Damage per secondIcon spread- Weapon spread
Icon explosion- Area of effect damageAssault carbine extended magazines- Magazine capacity (shots per reload)
Icon effect- Effect damage & durationIcon repair- Durability (number of attacks before breaking)
Icon bonus effect- Bonus effectsIcon weight- Weight
Icon attack- Attacks per secondIcon merchant- Value in caps
Icon chance- Critical chance % multiplierIcon ratio- Value to weight ratio
Icon critical damage- Critical damageIcon ability- Skill required
Icon crit effect- Critical effect damage & durationIcon fist- Strength required
Icon plus- With all mods attached
Icon gunIcon damageIcon dpsIcon attackIcon chanceIcon critical damageIcon sequenceIcon actionIcon dapIcon spreadAssault carbine extended magazinesIcon repairIcon weightIcon merchantIcon ratioIcon abilityIcon fist
12.7mm submachine gun 36
12.7mm submachine gun Gametitle-FNV GRA36
12.7mm submachine gun Icon plus Gametitle-FNV GRA36



  • 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 scenesEdit

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 3Icon ps3 Xbox 360Icon xbox360 Although the weapon's value at 100% condition is 5089, it can be repaired up to 5096. [verified]
  • Xbox 360Icon xbox360 Sometimes, when firing in first person view, the bullets won't appear but the ammo, but will be spent as normal.[verified]
  • PCIcon pc After equipping the silencer, weapon may only do damage when using VATS mode. [verified]
  • Xbox 360Icon xbox360 Sometimes when looting 12.7mm submachine guns they will be added into the inventory on top of one another[verification overdue]





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