(Undo revision 1155800 by Jackasaurus (talk)) |
mNo edit summary |
||
(35 intermediate revisions by 16 users not shown) | |||
Line 1: | Line 1: | ||
− | {{for|an overview of submachine gun models in |
+ | {{for|an overview of submachine gun models in the [[Fallout series|''Fallout'' series]] of games|Submachine gun}} |
{{Infobox weapon gamebryo |
{{Infobox weapon gamebryo |
||
− | | |
+ | |games =FO3 |
− | | |
+ | |image =10mm SMG.png |
− | | |
+ | |icon =10mm SMG icon.png |
− | | |
+ | |type =gunautomatic |
− | | |
+ | |skill =Small Guns |
− | | |
+ | |damage =7 |
− | | |
+ | |projectiles =1 |
⚫ | |||
⚫ | |||
+ | |perk1 =Bloody Mess (perk) |
||
− | |projectiles =1 |
||
+ | |perk1 mult =0.05 |
||
⚫ | |||
− | | |
+ | |perk2 =Ghoul Ecology |
− | | |
+ | |perk2 add =5 |
− | | |
+ | |min spread =1.5 |
− | | |
+ | |crit dmg =7 |
− | |crit%mult =1 |
+ | |crit % mult =1 |
− | |ammo =10mm |
+ | |ammo =10mm round (Fallout 3) |
− | | |
+ | |ammo use =1 |
− | | |
+ | |clip rounds =30 |
− | | |
+ | |reload time =2.6667 |
− | |ap =20 |
+ | |ap =20 |
− | |hp =250 |
+ | |hp =250 |
− | |repair =10mm |
+ | |repair =10mm submachine gun |
− | |weight =5 |
+ | |weight =5 |
− | |value =330 |
+ | |value =330 |
− | |baseid = |
+ | |baseid ={{ID|004321}}<br />{{DLC ID|003f72}} (sim version)<br />{{DLC ID|00c06f}} (alloy steel) |
}}{{Games|FO3}} |
}}{{Games|FO3}} |
||
Line 31: | Line 31: | ||
==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. |
+ | 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. |
||
⚫ | |||
+ | 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 |
+ | * 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 |
+ | * 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 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 |
||
⚫ | |||
+ | |weight1 =5 |
||
− | !Value |
||
⚫ | |||
− | |-style="background:#E8E8A2;" |
||
+ | |ammo use2 =1 |
||
⚫ | |||
+ | |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 |
||
− | |- |
||
⚫ | |||
− | |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 |
+ | * 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. |
+ | * 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 [[ |
+ | * 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). |
+ | * [[Raiders (Fallout 3)|Raiders]] may sometimes be armed with a SMG (especially at higher levels). |
+ | * [[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"> |
||
− | + | 10mm SMG concept art.png|''Fallout 3'' concept art for 10mm SMG. |
|
− | Lone Wanderer-SMG.jpg|The Lone Wanderer kills a |
+ | Lone Wanderer-SMG.jpg|The Lone Wanderer kills a super mutant with a 10mm SMG. |
+ | 10mm SMG CA1.jpg|Concept art by Adam Adamowicz |
||
</gallery> |
</gallery> |
||
Line 113: | Line 96: | ||
[[Category:Fallout 3 Small Guns skill weapons]] |
[[Category:Fallout 3 Small Guns skill weapons]] |
||
+ | |||
+ | [[ru:10-мм пистолет-пулемёт (Fallout 3)]] |
||
+ | [[pl:Pistolet maszynowy 10mm (Fallout 3)]] |
||
⚫ | |||
+ | [[fr:Pistolet-mitrailleur 10mm (Fallout 3)]] |
Revision as of 08:29, 29 January 2015
For an overview of submachine gun models in the Fallout series of games, see Submachine gun. |
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 - 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.
The following is based on Fallout 3 cut content. |
- 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.
End of information based on Fallout 3 cut content |
Comparison
Legend | ||||
---|---|---|---|---|
- Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Action point cost | |||
- Damage per attack (damage per projectile) | - Damage per action point | |||
- Damage per second | - Weapon spread | |||
- Area of effect damage | - Magazine capacity (shots per reload) | |||
- Effect damage & duration | - Durability (number of attacks before breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical effect damage & duration | - Strength required | |||
- With all mods attached |
10mm submachine gun | 7 | 70 | 10 | x0.1 | 7 | 4 | 20 | 1.4 | 1.5 | 30 | 1190 | 5 | 330 | 66 |
Sydney's 10mm "Ultra" SMG | 9 | 90 | 10 | x0.1 | 9 | 4 | 20 | 1.8 | 1.5 | 50 | 926 | 5 | 430 | 86 |
Locations
- 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. All are in poor condition.
- Rivet City guards exclusively carry 10mm SMGs.
- Level 1 Outcasts and Brotherhood soldiers can carry either these SMGs, or assault rifles.
- Many slavers 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).
- Doc Hoff, Dukov, the Child slaver, Michael Masters, Murphy and Robert all carry a 10mm SMG.