For an overview of submachine gun models, see submachine gun. |
The 10mm Submachine Gun is a weapon in Fallout: New Vegas.
Gameplay
The 10mm Submachine Gun is a one-handed automatic weapon. It has a high damage-per-second (DPS) and low Damage Threshold. The high Weapon 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 Type | Durability | |
---|---|---|
Shots | Reloads | |
Standard, HP & JHP | 2495 | 84 |
Modifications
- 10mm SMG Extended Mags - +10 rounds per magazine.
- 10mm SMG Recoil Comp. - reduces Weapon Spread by 1.
Variants
- Sleepytyme - 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 (melee or unarmed) | Weapon name (gun, energy or explosive) | ||
Damage per attack (damage per projectile) | Damage per second | ||
Area of effect damage | Effect damage & duration | ||
Bonus effects | Attacks per second | ||
Critical chance % multiplier | Critical damage | ||
Critical effect damage & duration | With all mods attached | ||
Attacks in V.A.T.S. | Action point cost | ||
Damage per action point | Weapon spread | ||
Magazine capacity (shots per reload) | Durability (number of attacks before breaking) | ||
Weight | Value in caps | ||
Value to weight ratio | Skill required | ||
Strength required |
10mm Submachine Gun | 19 | 171 | 9 | x0.08 | 19 | 3 | 22 | 2.6 | 2.2 | 30 | 2495 | 5 | 2370 | 474 | 50 | 5 |
10mm Submachine Gun | 19 | 171 | 9 | x0.08 | 19 | 3 | 22 | 2.6 | 1.2 | 40 | 2495 | 5 | 4470 | 894 | 50 | 5 |
Sleepytyme | 22 | 220 | 10 | x0.1 | 22 | 4 | 22 | 4 | 1.7 | 40 | 2495 | 5 | 8250 | 1650 | 50 | 5 |
Locations
- Boulder City - Inside the ruins.
- Red Rock Canyon - Several Great Khans, especially the ones who traveled from Boulder City, may have 10mm SMGs.
- Gun Runners - The Vendortron sells them.
- The Tops, New Vegas - Can be found inside a safe in the Penthouse Suite.
- Vault 34 - Multiple 10mm SMGs can be found within the vault armory and the vault itself.
- Can be bought from various merchants and traders throughout the Mojave Wasteland.
- Occasionally found on NCR Troopers patrolling the Mojave.
- One of Andy Scabb's thugs carries one.
- Sometimes found on Caesar's Legion soldiers, most reliably on the route to Novac.
- Found from time to time on Viper Gunslingers.
- Many Kings gang members carry this weapon.
- Fiends may carry 10mm SMGs, such as in Vault 3.
- Nelson - Dead Sea carries one.
- Zion will carry this. Some tribals in
- Lobotomites, though mostly at mid levels. Sometimes found on
Notes
- As this is an automatic weapon, its attack speed is not affected by perks that increase the Courier's attack speed, such as Ain't Like That Now.
- 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."[Dev 1]
Gallery
10mm SMG in the perk image for Spray and Pray
10mm SMG in the trait image for Hot Blooded
10mm SMG in the achievement image for Up and Comer
10mm SMG in the achievement image for Lead Dealer
References
- ↑ 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)