×
Create a new article
Write your page title here:
We currently have 53,552 articles on Fallout Wiki. Type your article name above or click on one of the titles below and start writing!



Fallout Wiki
53,552Articles
Cross Wiki 2023.png

10mm submachine gun (Fallout: New Vegas)

FO76 publicteam xpd.pngFor an overview of submachine gun models, see submachine gun.


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

Gameplay

10mm submachine gun expanded

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) Weapon name (current weapon is highlighted) Weapon name (gun, energy or explosive)
Damage per attack (damage per projectile) Damage per attack (damage per projectile) Damage per second Damage per second
Area of effect damage Area of effect damage Effect damage & duration Effect damage & duration
Bonus effects Bonus effects Attacks per second Attacks per second
Critical chance % multiplier Critical chance % multiplier Critical damage Critical damage
Critical effect damage & duration Critical effect damage & duration With all mods attached With all mods attached
Attacks in V.A.T.S. Attacks in V.A.T.S. Action point cost Action point cost
Damage per action point Damage per action point Weapon spread Weapon spread
Magazine capacity (shots per reload) Magazine capacity (shots per reload) Durability (number of attacks before breaking) Durability (number of attacks before breaking)
Weight Weight Value in caps Value in caps
Value to weight ratio Value to weight ratio Skill required Skill required
Strength required Strength required
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

  • 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

References

Developer Statements
  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)