Wikia

Nukapedia

12.7mm submachine gun

Talk70
17,148pages on
this wiki

Redirected from 12.7mm SMG

Icon disambig
For an overview of submachine gun models in the Fallout series of games, see submachine gun.
For the Gun Runners' Arsenal version of this weapon, see 12.7mm submachine gun (GRA).
12.7mm submachine gun
12.7mm SMG
12.7mm SMG icon
Requirements
skillGuns 100
strength req.6
Attack statistics
dmg/attack
36 (42.8)
DPS
324 (539.8)
DPS (reload)
174.5 (284.1)
crit dmg
36
crit % mult
x0.08
attacks/sec
9 (12.6)AP24
projectiles1spread2
Ammo & reloading
ammo type12.7mm round
ammo/shot
1
shots/rel.
21
ammo cap.21
reload time
2 (1.5)
Other
weight5value
5100
item HP500
repair
12.7mm submachine gun
Two-handed automatic guns Jury RiggingJuryRigging
base id001429d1
 
Gametitle-FNV
Gametitle-FNV

The 12.7mm submachine gun is a weapon in Fallout: New Vegas.

CharacteristicsEdit

More common at higher levels, the 12.7mm submachine gun is a heavy-duty large caliber submachine gun (SMG). It features an unconventional top-mounted magazine, which lies parallel to the weapon's barrel. It boasts a high damage-per-second, but suffers from a small magazine capacity and a fairly large spread, however this spread is still less than that of the 10mm SMG (as of patch 1.3.0.452). It is also one of only three fully automatic weapons which are capable of being silenced, (the silencer is not to be confused with the 12.7mm pistol silencer, as they are not interchangeable), the others being the silenced .22 SMG and Sleepytyme (GRA).

Unlike other submachine guns, the 12.7mm submachine gun is classified as a two-handed weapon; because of this, traveling with the weapon unholstered will slow the player character's movement speed. This also causes the weapon to be holstered on the back, rather than on the hip as with other SMGs. This also affects it with regard to the Jury Rigging perk, putting it in the same repair class as the service rifle and light machine gun, instead of with one-handed automatics like the 10mm and 9mm SMGs.

DurabilityEdit

The 12.7mm submachine gun can fire a total of about 2495 standard rounds, the equivalent of 119 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard, HP & JHP2495119

ModificationEdit

VariantEdit

ComparisonEdit

Weapon name (current weapon is highlighted)Icon gunDamage per attack (damage per projectile)Icon damageDamage per secondIcon dpsAttacks per secondIcon attackCritical Chance % multiplierIcon chanceCritical damageIcon critical damageAttacks in V.A.T.S.Icon sequenceAction Point costIcon actionDamage per action pointIcon dapWeapon spreadIcon spreadMagazine capacity (shots per reload)Assault carbine extended magazinesDurability (number of attacks before breaking)Icon repairWeightIcon weightValue in capsIcon merchantValue to weight ratioIcon ratioSkill requiredIcon abilityStrength requiredIcon fist
12.7mm submachine gun 36
3249x0.08363244.52.02124955510010201006
12.7mm submachine gun fnvgraGametitle-FNV GRA36
3249x0.08363244.52.02124955510010201006
12.7mm submachine gun With all weapon mods attachedIcon plus fnvgraGametitle-FNV GRA36
3249x0.08363244.51.627249551270025401006

LocationsEdit

NotesEdit

  • The weapon's rear sight is actually located on the magazine, a highly unusual feature.
  • The 12.7mm SMG is one of few weapons that have its own unique reload animation. No other gun has this reload animation and it has no unique counterpart (Other than the GRA 12.7mm submachine gun), making it the only weapon to do so (even with full DLC installed).

Behind the scenesEdit

  • The 12.7mm SMG is almost entirely fictional, though a couple of elements were loosely inspired by the FN P90 and TDI Vector.[1]

BugsEdit

  • ps3Icon ps3 xbox360Icon xbox360 Although the weapon's value at 100% condition is 5089, it can be repaired up to 5096. [verified]

SoundsEdit

ReloadVB
JamVB

GalleryEdit

ReferencesEdit

  1. J.E. Sawyer

Other Wikia wikis

Random Wiki