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{{for|an overview of submachine gun models in various games|Submachine gun}}
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{{for|an overview of submachine gun models in the [[Fallout series|''Fallout'' series]] of games|Submachine gun}}
 
{{Infobox weapon gamebryo
 
{{Infobox weapon gamebryo
|game =FO3
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|games =FO3
|name =10mm Submachine Gun
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|image =10mm SMG.png
|image =10mm SMG.png
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|icon =10mm SMG icon.png
|icon =10mm SMG icon.png
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|type =gunautomatic
|type =gunautomatic
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|skill =Small Guns
|unique =no
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|damage =7
|skill =Small Guns
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|projectiles =1
 
|attack shots/sec =10
|damage =7
 
  +
|perk1 =Bloody Mess (perk)
|projectiles =1
 
  +
|perk1 mult =0.05
|attackshots/sec =10
 
|perk1 =Bloody Mess
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|perk2 =Ghoul Ecology
|perk1mult =0.05
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|perk2 add =5
|minspread =1.5
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|min spread =1.5
|critdmg =7
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|crit dmg =7
|crit%mult =1
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|crit % mult =1
|ammo =10mm
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|ammo =10mm round (Fallout 3)
|ammouse =1
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|ammo use =1
|cliprounds =30
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|clip rounds =30
|reloadtime =2.6667
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|reload time =2.6667
|ap =20
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|ap =20
|hp =250
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|hp =250
|repair =10mm Submachine Gun
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|repair =10mm submachine gun
|weight =5
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|weight =5
|value =330
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|value =330
|baseid =00004321<br />{{DLC ID|003F72}}(sim version)<br />{{DLC ID|00C06F}}(alloy steel)
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|baseid ={{ID|004321}}<br />{{DLC ID|003f72}} (sim version)<br />{{DLC ID|00c06f}} (alloy steel)
 
}}{{Games|FO3}}
 
}}{{Games|FO3}}
   
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==Characteristics==
 
==Characteristics==
The 10mm SMG is most effective at close-range by unleashing a hail of bullets. However, the SMG is next to useless 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 when enemies start to get too close.
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The 10mm SMG is most effective at close-range by unleashing a hail of bullets. However, the SMG is next to useless 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 when enemies start to get too close. The SMG however is very common, making it easy to repair and is recommended to lower level Small Guns users.
  +
The 10mm SMG can fire 1186 rounds, or about 40 magazines, before breaking.
 
 
===Durability===
  +
The 10mm SMG can fire a total of about 1190 times, the equivalent of 40 reloads, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
   
 
==Variants==
 
==Variants==
 
* [[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.
 
* [[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.
* Sim version (''[[Operation: Anchorage (add-on)|Operation: Anchorage]]'' [[add-on]]) - 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. The weapon is not accessible outside of the simulation without the use of the Gary 23 exploit or console commands.
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* Sim version {{icon|FO3OA|link=Operation: Anchorage (add-on)}} - 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.
 
{{FO3CC}}
 
{{FO3CC}}
* 10mm Alloy Steel Submachinegun (''[[Operation: Anchorage (add-on)|Operation: Anchorage]]'' [[add-on]]) - Another version of the weapon was cut from the add-on. Called the ''10mm Alloy Steel Submachinegun'', it is otherwise identical to the standard 10mm SMG.
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* 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.
 
{{FO3CC|end}}
 
{{FO3CC|end}}
   
 
===Comparison===
 
===Comparison===
  +
{{Weapon comparison table
{|cellspacing="0" cellpadding="5" border="1" class="va-table sortable" style="text-align:center;"
 
  +
|game =FO3
!Weapon
 
  +
|skill =small guns
!Type
 
  +
|name1 =10mm submachine gun (Fallout 3)
!Dmg/Shot
 
  +
|ammo use1 =1
!DPS
 
  +
|ap1 =20
!ATT/sec
 
  +
|attack shots/sec1 =10
!Proj #
 
  +
|clip rounds1 =30
!Spread
 
  +
|crit % mult1 =0.1
!Crit % Mult
 
 
|crit dmg1 =7
!Crit Dmg
 
  +
|damage1 =7
!Shots in VATS
 
  +
|hp1 =250
!Mag
 
  +
|min spread1 =1.5
!WG
 
  +
|projectiles1 =1
!AP Cost
 
  +
|value1 =330
!DMG/AP
 
  +
|vats attacks1 =4
!Durability
 
  +
|weight1 =5
!Value
 
 
|name2 =Sydney's 10mm "Ultra" SMG
|-style="background:#E8E8A2;"
 
  +
|ammo use2 =1
|[[10mm SMG (Fallout 3)|10mm SMG]]
 
  +
|ap2 =20
|SMG
 
  +
|attack shots/sec2 =10
|7
 
  +
|clip rounds2 =50
|70
 
  +
|crit % mult2 =0.1
|10
 
  +
|crit dmg2 =9
|1
 
  +
|damage2 =9
|1.5
 
  +
|hp2 =250
|x0.1
 
  +
|min spread2 =1.5
|7
 
  +
|projectiles2 =1
|4
 
  +
|value2 =430
|30
 
  +
|vats attacks2 =4
|5
 
  +
|weight2 =5
|20
 
 
}}
|1.4
 
|1186 shots
 
|330
 
|-
 
|[[Sydney's 10mm "Ultra" SMG]]
 
|SMG
 
|9
 
|90
 
|10
 
|1
 
|1.5
 
|x0.1
 
|9
 
|4
 
|50
 
|5
 
|20
 
|1.8
 
|923 shots
 
|430
 
|}
 
   
 
==Locations==
 
==Locations==
* There are many SMGs in the [[National Guard Depot]]. (Note that they are all in very bad condition.)
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* There are many SMGs in the [[National Guard depot]]. Note that they are all in very bad condition.
* Several SMGs can be found inside the [[L.O.B. Enterprises]] building. There's one in the main floor's cafeteria, one on a box in the East Wing, and several in the Archives section.
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* Several SMGs can be found inside the [[L.O.B. Enterprises]] building. There's one in the main floor's cafeteria, one on a box in the East Wing, and several in the Archives section. All are in poor condition.
* [[Doc Hoff]] and [[Dukov]] both carry a 10mm SMG.
 
 
* [[Rivet City]] guards exclusively carry 10mm SMGs.
 
* [[Rivet City]] guards exclusively carry 10mm SMGs.
 
* Level 1 Outcasts and Brotherhood soldiers can carry either these SMGs, or assault rifles.
 
* Level 1 Outcasts and Brotherhood soldiers can carry either these SMGs, or assault rifles.
* Many [[Slaver|slavers]] carry this weapon. Find them at the [[Lincoln Memorial]] or [[Paradise Falls]].
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* Many [[slaver]]s carry this weapon. They can be found at the [[Lincoln Memorial]] or [[Paradise Falls]].
* [[Raiders]] may sometimes be armed with a SMG (especially at higher levels).
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* [[Raiders (Fallout 3)|Raiders]] may sometimes be armed with a SMG (especially at higher levels).
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* [[Hoff|Doc Hoff]], [[Dukov]], the [[Child slaver]], [[Michael Masters]], [[Murphy (Fallout 3)|Murphy]] and [[Robert (Fallout 3)|Robert]] all carry a 10mm SMG.
   
 
==Gallery==
 
==Gallery==
 
<gallery captionalign="left">
 
<gallery captionalign="left">
File:10mm SMG.PNG|Fallout 3 concept art for 10mm SMG.
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10mm SMG concept art.png|''Fallout 3'' concept art for 10mm SMG.
Lone Wanderer-SMG.jpg|The Lone Wanderer kills a Super Mutant with a 10 mm SMG.
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Lone Wanderer-SMG.jpg|The Lone Wanderer kills a super mutant with a 10mm SMG.
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10mm SMG CA1.jpg|Concept art by Adam Adamowicz
 
</gallery>
 
</gallery>
   
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[[Category:Fallout 3 Small Guns skill weapons]]
 
[[Category:Fallout 3 Small Guns skill weapons]]
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[[ru:10-мм пистолет-пулемёт (Fallout 3)]]
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[[pl:Pistolet maszynowy 10mm (Fallout 3)]]
 
[[zh:10mm SMG (Fallout 3)]]

Revision as of 23:45, 20 November 2014

 
Gametitle-FO3
Gametitle-FO3

The 10mm submachine gun (SMG) is a small gun in Fallout 3.

Characteristics

The 10mm SMG is most effective at close-range by unleashing a hail of bullets. However, the SMG is next to useless 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 when enemies start to get too close. The SMG however is very common, making it easy to repair and is recommended to lower level Small Guns users.

Durability

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

Variants

  • 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.
  • Sim version Operation: Anchorage (add-on) - 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.
  • 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

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

Gallery