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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.