title
stringlengths
1
114
content
stringlengths
0
624k
.45 caliber (Fallout Tactics)
.45 caliber is a type of ammunition in Fallout Tactics. Characteristics .45 rounds are a fairly rare type of ammunition that are used in some of the more powerful handguns in the early stages of the game. Weapons using this ammunition - Casull revolver - Colt 45 - Tommy gun Locations - 0.45 caliber bullets are found on a small number of raiders, traders and Brotherhood of Steel soldiers. - 96 rounds on raiders in the Brahmin Wood mission. - 20 rounds in Freeport, in a chest in a tent near O'Reilly. - 100 rounds appear on sale at Quartermaster Octavius after completion of the Rock Falls mission, another 300 will be added after the Mardin mission. - Peoria, 20 rounds may be found in underground bunker. - Quincy, 250 rounds on Beastlords, another 32 rounds on friendly ghouls. - Mardin, a Beastlord has 232 rounds. - In Jefferson, 20 cartridges can be found. - Kansas City - 150 rounds can be found in a small house on the outskirts of the airport, and another 20 rounds on the corpse of a dead ghoul. - Osceolla - 200 rounds on Latham - Newton - 20 rounds in Tobias Peste's safe, which is in the Reaver's lab basement. ru:Патроны калибра 0,45 (Fallout Tactics) uk:Патрони калібру 0,45 (Fallout Tactics)
.45 caliber (Van Buren)
.45 caliber is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It is also featured in the Van Buren tech demo. Characteristics Variants - .45 caliber AP - .45 caliber DD - .45 caliber FMJ - .45 caliber HP - .45 caliber JHP Location - While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command . Gallery .45 caliber AP.png|.45 caliber AP .45 caliber DD.png|.45 caliber DD .45 caliber FMJ.png|.45 caliber FMJ .45 caliber HP.png|.45 caliber HP .45 caliber JHP.png|.45 caliber JHP
.45 receiver (Fallout 4)
A .45 receiver is a weapon mod for the pipe gun . It requires level 2 of the Gun Nut perk. Effects A .45 receiver converts the ammunition type that the modded weapon uses to .45 rounds. It provides exceptional damage, a more sensitive trigger and a better rate of fire in exchange for a less common type of ammo in the Commonwealth. Production Location Can be crafted at a weapons workbench.
.45 receiver (Fallout 76)
The .45 receiver is a weapon mod for the pipe gun . Effects The .45 receiver causes an affected pipe gun to use .45 rounds in place of its typical type of ammunition in .38 rounds. It increases weapon damage but uses a less common ammo type. Crafting Weapon modifications will modify an existing weapon, and any modifications previously equipped on the weapon will be destroyed, not unequipped. Loose mods cannot be crafted. Location - Craftable at any weapons workbench. - Loose mods may randomly be found in the Toxic Valley and Savage Divide regions. - Loose mods may also be for sale from vendors.
.45 revolver
The .45 revolver is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also featured in the Van Buren tech demo game files. Characteristics A powerful handgun. It uses .45 caliber rounds. Locations Van Buren tech demo While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command . Van Buren - Carried by Sheriff Mike O'Connor in Jericho/New Canaan.Van Buren Jericho design document. [[Jericho design document/1#Sheriff Mike O'Connor|[1]]]Van Buren New Canaan design document. [[New Canaan design document/1#Sheriff Mike O'Connor|[1]]] References
.45 round (Fallout 4)
The .45 round is a type of ammunition for use in weapons . Characteristics They were manufactured before the Great War by Circle G under their "High Velocity" brand, and are in green box. The .45 round is a hard-hitting ammunition type that becomes commonly used by raiders, Gunners and mercenaries around level 20. At marketplaces, it is possible to buy in bulk from weapons vendors. Crafting Weapons using this ammunition - Submachine gun - Pipe revolver - Combat rifle - Pipe gun (after conversion) - Overseer's Guardian - Spray n' Pray - Radium rifle - Kiloton radium rifle - Radical Conversion Locations - A box of 22 rounds can be found on a shelf next to the toolbox in the root cellar. - A box of 16 rounds can be found at the base of the transmission tower near the ranger cabin. - A box of seven rounds can be found near a makeshift firing range north of Sanctuary Hills. - Two individual rounds can be found just below the large container fort at Big John's Salvage. One is on a makeshift wooden shelf, and the other is on the ground directly next to it. - Two individual rounds can be found at Commonwealth Weaponry in Diamond City. One is on a metal shelf behind the counter, and the other is on a table inside Arturo's living quarters. - One round can be found on the walkway of a billboard east of Thicket Excavations. - One round can be found in a shattered display case inside the gun shop at Monsignor Plaza. - One round can be found on tables upstairs at the Cooke residence in Diamond City. - One round can be found on Marowski's desk at the Hotel Rexford in Goodneighbor. - Can be bought from almost every merchant in the Commonwealth. - Can be commonly found on enemies such as raiders, Gunners, and Triggermen. - Oftentimes seen in reasonable amounts in ammo boxes. Notes Although the .45 round is portrayed as a short pistol round on its editor model, shell casings, and box art, the rounds used in the pipe bolt-action, pipe gun, pipe revolver, and radium rifle are visually much longer, similar in dimension to the .45-70 round. Gallery FO4_.45_round_model.png fr:Cartouche .45 (Fallout 4) pl:Nabój .45 (Fallout 4) ru:Патрон калибра .45 (Fallout 4) uk:Патрон калібру .45 (Fallout 4)
.45 round (Fallout 76)
.45 rounds are a type of ammunition . Characteristics They were manufactured before the Great War by Circle G under their "High Velocity" brand, and are in green box of fifty. The .45 round is a pistol caliber rimless center-fire cartridge, which came packaged in fifty round green and yellow boxes. .45 rounds are versatile, being used by pistols, submachine guns and rifles. Crafting - Standard .45 rounds - Ultracite .45 rounds Weapons using this ammunition Locations - Crafted at a tinker's workbench. - Purchased at an Ammo Converter at rate of 12 rounds of standard .45 for 150 AmmoPoints. - A box can be found at Summersville Dam. - Two boxes can be found on the upper level of New Gad, next to a settler. - One box can be found at Summersville. - One box is located at the top of Camp Adams lookout. - One box can be found at Beckwith farm. - Sold by ammunition vending machines. - Some vendors may sell .45 cartridges. Notes - With the Ammosmith perk or Ammo Factory legendary perk, the crafted amount of rounds increase incrementally, coinciding with the perk's added percentages, crafting more rounds for the same amount of materials. - Although the .45 round is portrayed as a short pistol round on its editor model, shell casings, and box art, the rounds used in the radium rifle, pipe bolt-action, pipe gun, pipe revolver, and lever action rifle are much longer. Gallery FO4 .45 round model.png|Singular cartridge ru:Патрон калибра .45 (Fallout 76)
.45 submachinegun (Van Buren)
The .45 submachinegun is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. Locations Carried by Frank LaFrancis at Burham Springs.Burham Springs design document/2 - Frank LaFrancis References
.50 MG
.50 MG is a type of ammunition in Fallout: New Vegas. Characteristics The .50 MG is a large caliber heavy machine gun and long-range anti-materiel rifle round. It is the largest, heaviest, and most expensive conventional Guns ammunition in the game. It has a weight of 0.25 pounds per round in Hardcore mode, the same weight as a 25mm grenade. Weapons using this ammunition - Anti-materiel rifle - Anti-materiel rifle (GRA) Production Standard and match .50 MG rounds can be crafted at a reloading bench. A single cartridge requires the following ingredients: Breakdown Breaking down a .50MG yields: Variants .50 MG, armor piercing Armor piercing rounds are designed to pierce through armor plating; for this purpose, they have a specially hardened penetrating tip. Due to the high muzzle velocity and penetrative properties of the bullet, damage to the target is slightly reduced. These rounds are best used against hardened or armored targets, where penetration is necessary. It will negate 15 points of a target's DT but has a damage multiplier of .95. Armor piercing rounds are less effective than match rounds for all targets with a DT under 39 (without any damage modifiers other than ammo type). .50 MG, match (hand load) Match rounds are high-quality rounds manufactured to have identical powder amount, shape and weight. Match rounds will always be more effective than AP if the weapon condition is more than 75% (the match round does 24 more damage than the AP when used adequate condition and skill). When the anti-materiel rifle is utilizing this round, it has the lowest spread of any weapon in the game other than the alien blaster and Elijah's jury-rigged Tesla cannon, which have no spread at all. It requires the Hand Loader perk to craft. .50 MG, incendiary Incendiary rounds are designed for igniting targets and are usually used for equipment disposal at extreme ranges. They effectively replace hollow points for .50 MG weapons, as they are more effective on unarmored or lightly armored targets due to the added incendiary effect. .50 MG incendiary rounds are affected by the Pyromaniac perk. .50 MG, explosive Only available with the Gun Runners' Arsenal add-on, these rounds are designed to create a secondary explosion upon impact with their target and are particularly useful against hard armored targets. The explosion created by the round has splash damage, can knock down targets, and is useful for taking out or damaging small groups of enemies if they are close together. The explosive effect can also be used to damage enemies otherwise unable to be hit with direct fire (e. g. for an enemy behind a rock, but in front of a building, the splash damage from the round detonating on a building can be used to inflict damage, with more precision than other explosive launchers). Comparison Locations - Can be bought from the Vendortron at the Gun Runners, both standard and incendiary rounds. - Alexander occasionally sells them at the 188 Trading Post. - The Great Khan armorer also sells them. - Quartermaster Bardon in the Hoover Dam offices will sell them in large quantities. - Mick in Freeside sells them at higher levels. - With the Gun Runners' Arsenal add-on installed, traveling merchants will sometimes sell explosive rounds. - Knight Torres, the quartermaster at the Hidden Valley bunker sells them. - Can be found on the Courier's Mile, and Long 15. Notes - Similar to Two-Step Goodbye, damage dealt with explosive rounds is not affected by the Demolition Expert, Hit the Deck or Splash Damage perks. - .50 MG match rounds have the highest skill requirement of any craftable item, with 100 points in Repair required. Behind the scenes The .50 MG explosive rounds may be based on Raufoss Mk 211 rounds; at the very least, their similarity has been noted by Joshua Sawyer.Question: "Can you guys add Raufoss Mk. 211 ammo for the Anti-Materiel Rifle?"Joshua Sawyer: "sure why not"(Formspring reply from August 3, 2011)Question: "When I asked you to put .50 Raufoss ammo in the game, I was just dicking around, I didn't think you'd really do it. You are the most awesome game developer I've ever seen!"Joshua Sawyer: "When you asked that question, the .50 MG Explosive round had already been in the game for a long time. GRA hadn't been announced, so I was just playing around. Hopefully you'll enjoy it."(Formspring reply from September 25, 2011) Gallery FNV 50MG rifle bullet.png|.50 MG bullet compared to .22LR bullet FNV 50 MG round.png|Complete rounds References Non-game de:.50 MG es:Ametralladora .50 ru:Патрон кал. 50 MG
.50 cal machine gun
The .50 cal machine gun is a heavy gun . Characteristics The M2 Browning machine gunNifskope model name is a belt-fed automatic heavy weapon chambered for .50 caliber rounds. It holds 250 rounds at a time in an ammo can and fires quickly, though it suffers from a high spread which increases the longer the weapon's trigger is held down. The MG also lacks any usable sights, with manual aiming in first-person view relying on the player's sole use of the crosshair. Other than a prime receiver, the only upgrade available for the .50 cal MG is an alternative barrel, which boosts damage. To be able to use the weapon, the player character must be at least Level 25 as that is the minimum level this weapon can be crafted at. Crafting |-|Level 45= |-|Level 35= |-|Level 25= Weapon modifications |-|Receiver= |-|Barrel= |-|Appearance= Variants - The Action Hero - A unique 50 cal machine gun given as a Survival mode reward from April 23–29 and August 27 - September 2, 2019. - Final Word - Given as a reward for completing Beckett's questline. Locations - Hemlock Holes - South of the white warehouse, near a downed Vertibird, in the back of a destroyed truck. - One may also appear in a destroyed truck on the road south-east of Clarksburg. - One can appear northwest of The Retreat at Cliffwalk Track, in the back of a sandbag laden truck. - One may be found while exploring Uncanny Caverns during A Knight's Penance, shortly before entering the hidden crevice. - May appear as a random drop from Scorchbeasts. - Abandoned Bog Town - near sandbags in the back of a large, fortified truck on the main road in town. - The raider vendor bots in Pleasant Valley Station, Sutton Station and Welch Station can sell both the weapon and its plans. - The vendor bot at Watoga Shopping Plaza can sell the plan. - Random drop from government aid drops. Notes - While firing in third-person view, the moving ammo belt may clip through its box's lid. - The .50 cal machine gun uses the melee bashing animations for rifles, and so its user will grip a non-existent stock. - Outside of its editor ID, the .50 cal machine gun is listed in the game files as "rifleredding." - Prior to an update, there was no period in the .50 cal machine gun's name, and was instead called the "50 cal machine gun". Gallery FO76 50 cal machine gun heavy barrel.png|Modifications: heavy barrel References pl:Pistolet maszynowy .50 ru:Пулемёт калибра 50
.50 cal machine gun (Fallout Shelter)
The .50 cal machine gun is a weapon that appears . It was added with the 1.18.0 update. Variants - Rusty .50 cal machine gun - Enhanced .50 cal machine gun - Hardened .50 cal machine gun - Armor piercing .50 cal machine gun Locations - Found by dwellers exploring the wasteland. - Found during quests. - Found in lunchboxes. - Craftable in a weapon workshop. Crafting A high Perception stat is needed to effectively create the .50 cal machine gun. ru:Пулемёт калибра 0.50
.50 caliber
.50 caliber rounds are an ammunition in Fallout: New Vegas, Fallout 4, Fallout 76, Fallout Tactics and Van Buren, the canceled Fallout 3 by Black Isle Studios. They are a very heavy, very powerful kind of round, primarily used in Big Guns. __TOC__ Background The .50 MG round is a high-performance ammunition used only in the most powerful rifles.Fallout: The Roleplaying Game Rulebook p. 93: "Large, high-powered, high-performance rounds used only in the most powerful rifles. These rounds were normally used for heavy machine guns and anti-materiel rifles pre-War, so supplies of them tend to be scarce unless there’s a military base nearby. A shot from one of these will make a mess of anything it hits, but you need to make every shot count." Supplies of this ammunition type are less prevalent in the wastelands. Variants .50 x50px Ammunition. Caliber: .50. Usable by the anti-materiel rifle, its GRA version, machine guns and certain models of hunting rifle. .50, armor piercing x50px Ammunition. Caliber: .50, Armor Piercing. .50, match (hand load) x50px Ammunition. Caliber: .50, Match (Hand Load). Can only be crafted with the "Hand Loader" Perk .50, incendiary x50px Ammunition. Caliber: .50, Incendiary. .50 DU x50px Ammunition. Caliber: .50, Depleted Uranium. .50 caliber FMJ/JHP x50px Ammunition. Caliber: .50, Full Metal Jacket or Jacketed Hollow Point. References Non-game ru:Патрон кал. 50 zh:.50 caliber
.50 caliber (Fallout 4)
The .50 caliber is a type of ammunition . Characteristics .50 caliber is a high performance centerfire rifle cartridge manufactured by Circle G ammunition. They are advertised as being manufactured to the highest tolerance for discerning shooters. Before the Great War, these rounds were sold in boxes of ten cartridges. The box states that the bullets are 290 grain, boat tail hollow points. Crafting Weapons using this ammunition - Hunting rifle (after conversion) - Reba (after conversion) - Reba II (after conversion) - Tinker Tom Special (after conversion) - Pipe bolt-action (after conversion) - Anti-materiel rifle (default) Locations - Big John's Salvage - An individual round can be found on a metal shelf just below the large container fort. - Diamond City - Two individual rounds can be found on separate tables upstairs at the Cooke residence. - Forest Grove marsh - A box of three rounds can be found inside a shattered display case in the gun shop. - Hester's Consumer Robotics - An individual round can be found in an alleyway across the street from the building where Dando is holed up. - Monsignor Plaza - A box of 12 rounds can be found on a shelf inside the gun shop. Another individual round can be found in a shattered display case in the same shop. - Echo Lake Lumber - A box of seven rounds can be found in a locked display case in the store adjoining the lobster roll stand. - The Parlor - A box of seven rounds can be found on a wall shelf in the sleeping quarters on the left side of the main hall when entering from the lobby. - It may sometimes be found on dead raiders and in ammo boxes in varying quantities. Notes The .50 caliber round is the only ammo type in the game that does not have any weapon chambered for it in their default state. All weapons that are capable of firing the round are conversions of other smaller caliber weapons. Gallery FO4 5.56 .308 .50 round model.png|.50 caliber round fr:Calibre .50 (Fallout 4) ru:Кал. 50 uk:Кал. 50
.50 caliber (Van Buren)
.50 caliber is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also featured in the Van Buren tech demo game files. Weapons using this ammunition - .50 revolver Variants - .50 caliber AP - .50 caliber FMJ - .50 caliber JHP Location - While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command . Gallery .50 caliber AP.png|.50 caliber AP .50 caliber FMJ.png|.50 caliber FMJ .50 caliber JHP.png|.50 caliber JHP
.50 caliber ball
.50 caliber balls are a type of ammunition . Characteristics .50 caliber ball ammunition is a half-inch lead ball used in muzzleloading weapons. A separate charge of black gunpowder must also be loaded, although no gunpowder will be consumed when using any weapon that fires this ammunition. Crafting Weapons using this ammunition Locations - Crafted at a tinker's workbench. - Purchased at an Ammo Converter at rate of 5 balls 150 AmmoPoints. - Commonly found at Civil War-themed locations, including: -- Philippi Battlefield Cemetery. -- Prickett's Fort - Some vendors may sell this ammunition. - Sold by ammunition vending machines. Notes With the Ammosmith perk or Ammo Factory legendary perk, the crafted amount of .50 cal balls increase incrementally, coinciding with the perk's added percentages, crafting more balls for the same amount of materials. ru:Шар калибра .50
.50 caliber round (Fallout Tactics)
.50 caliber is a type of ammunition in Fallout Tactics. Variants There are two variants of .50 caliber ammunition: - .50 caliber (A brick of ammunition, .50 caliber, standard issue.) - .50 DU (A brick of ammunition, .50 caliber, depleted uranium. Designed for maximum penetration.) Weapons using this ammunition - Browning M2 Locations Standard rounds - St. Louis - 180 rounds on super mutants gunners. - Jefferson - 300 rounds in three chests, 120 rounds on four super mutant gunners. - Osceolla - 1800 rounds on six super mutant gunners, another 500 can be found in drawers and cupboards. - 300 rounds appear for sale at the Quartermaster Hassan after completion of the mission in the Junction City. - Coldwater - 400 rounds on two deserter gunners, another 300 are found in the container with the Brotherhood of Steel emblem. - Newton - 650 rounds; another 450 rounds on three turrets. - Canyon City - 250 rounds can be found in the trunk. - Buena Vista - 100 rounds on a robot behemoth, another 50 can be found in a clay pot outside the factory - Scott City - 550 rounds can be found on robots and turrets. - Cheyenne Mountain - 100 rounds on robot behemoths - Vault 0 - 21,000 rounds on four turrets, 50 rounds in a locked cabinet - Calculator's Lair - 1000 rounds on the Simon Barnaky cyborg Depleted uranium rounds - St. Louis - 600 rounds on super mutants gunners guarding the entrance to the base. - Vault 0 - 50 rounds in a locked cabinet in the armory and 100 pieces in a locked cabinet in the hall with the generators. - Farmer (special encounter) - 1 round for sale at the Farmer pl:.50 cala ru:Патроны калибра 0,50 uk:Патрони калібру 0,50
.50 casing
.50 casing is a junk item . Characteristics Shell from a .50 round. Scrapping it will provide the player with steel. Locations A junk item that cannot be crafted but must be found in Appalachia. - Two at Survey camp Alpha (cannot be looted). - Two can be found inside Highway Town. Notes .50 cal casings are unrelated to crafting live .50 rounds at a Tinker's workbench and as such are not needed for production of said caliber. However, scrapping casings will provide the player with steel which is a required component in order to craft ballistic ammo.
.50 receiver (Fallout 4)
A .50 receiver is a weapon mod for the hunting rifle and the pipe bolt-action pistol . Effects A .50 receiver converts the ammunition type that the modded weapon uses to .50 caliber rounds. It provides exceptional damage and an improved rate of fire, in exchange for a less common type of ammo in the Commonwealth. Production The recipe for this weapon mod varies depending on the weapon for which it is made: Locations Crafted at a weapons workbench.
.50 receiver (Fallout 76)
The .50 receiver is a weapon mod for the hunting rifle . Effects The .50 receiver causes an affected rifle to use .50 rounds in place of its typical .308 rounds. Crafting Weapon modifications will modify an existing weapon, and any modifications previously equipped on the weapon will be destroyed, not unequipped. Loose mods cannot be crafted. Location - Craftable at any weapons workbench. - Loose mods may randomly be found in the Ash Heap, Savage Divide and The Mire regions. - Loose mods may also be for sale from vendors.
.50 revolver
The .50 revolver is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It is also featured in the Van Buren tech demo game files. Characteristics A very powerful handgun. It uses .50 caliber rounds. Locations While it does not appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command .
.50 round (Fallout 76)
.50 rounds are a type of ammunition . Characteristics The .50 caliber round is a powerful 290 grain rimless center fire hollow-point cartridge produced by Circle G ammunition, they came packaged in ten round green and red boxes. The .50 rounds can be used by modified bolt-action weapons and the .50 cal machine gun. Crafting - Standard .50 rounds - Ultracite .50 rounds Weapons using this ammunition - .50 cal machine gun -- The Action Hero -- Final Word - Hunting rifle (when modified with .50 receiver) -- Brotherhood recon rifle (when modified with .50 receiver) -- Doctor's Orders (when modified with .50 receiver) -- Longshot (when modified with .50 receiver) Locations - Crafted at a tinker's workbench. - Purchased at an Ammo Converter at 100 rounds of standard .50 for for 350 AmmoPoints. - Some vendors may sell this ammunition. - Sold by ammunition vending machines. Notes With the Ammosmith perk or Ammo Factory legendary perk, the crafted amount of rounds increases incrementally, coinciding with the perk's added percentages, crafting more rounds for the same amount of materials. ru:Патрон калибра .50
010011110110111001100101
010011110110111001100101 is a unique Securitron and one of the robotic mini bosses at Big MT in 2281. Characteristics It is armed with a pair of shoulder-mounted missile launchers and displays the same distorted face seen on the other berserk Securitrons in the Big MT. Location 010011110110111001100101 is a large berserk Securitron found in the Securitron de-construction plant in the Big MT. Interactions with the player character Interactions overview Inventory Notes - 010011110110111001100101 is noticeably larger than other Securitrons. - 010011110110111001100101 is the only model with melee capabilities and integrated secondary weapons apart from Victor. - 010011110110111001100101 has the Stonewall perk, and therefore cannot be knocked down without Super Slam! or Sonic emitter - Gabriel's bark. - Sometimes, 010011110110111001100101 will continuously fire missiles in close range, making it difficult to connect any hits when attacking with a melee or unarmed weapon. - When firing missiles through an open door, 010011110110111001100101 often attempts to fire through the door frame, resulting in the missiles hitting the frame and exploding harmlessly. - Like all berserk Securitrons, the image on 010011110110111001100101's face will remain on-screen even if the screen has been destroyed after death. - 010011110110111001100101 has the highest Damage Threshold of all of the Securitrons found in the game. Appearances 010011110110111001100101 appears only in the Fallout: New Vegas add-on Old World Blues. Behind the scenes - "010011110110111001100101" translates to "One" when converted to ASCII characters from binary. - The face resembles the moon in the movie A Trip to the Moon, where the man in the moon gets hit in the eye by the space capsule. Gallery Berserk_securitron.png|GECK render OWB One face close up.png|Face close-up Fallout Magic Securitron Squadron PipBoy.png de:010011110110111001100101 es:010011110110111001100101 pl:010011110110111001100101 ru:010011110110111001100101 uk:010011110110111001100101
10,000 Years Initiative
The 10,000 Years Initiative was a Department of Energy program to provide secure locations to dispose of leftover nuclear waste from weapons production, research, and energy production while also conveying to future inhabitants the dangers the waste posed to life. Background The 10,000 Years Initiative aimed to deal with the problem of long term storage of radioactive waste. Such waste takes thousands of years to become inert, essentialy posing a long-term hazard. The Initiative would create repositories that could safely store the waste for millenia, and effectively warn future generations about their contents, even in the case of total societal collapse. The project was divided into two distinct phases.Federal Disposal Field HZ-21 terminal entries; Site director's terminal, I. Background Phase One Phase One was the construction of a gigantic concrete spike field, designed to evoke a sense of dread and discourage attempts at construction. The concrete was prepared in a manner that could withstand weather, erosion, and shifting topography.Federal Disposal Field HZ-21 terminal entries; Site director's terminal, III. Methods Phase Two Phase Two added sturdy metal engravings around the perimeter, sealed against the environment. These engravings were designed as pictograms, rather than any modern language, so that their warnings would remain understandable even if modern languages completely disappeared.Federal Disposal Field HZ-21 terminal entries; Site director's terminal, II. Why is this Necessary? Once the site was filled to capacity, it would be sealed and left alone for as long as it presented a danger to life. While this would not guarantee safety, it would provide ample warning and reduce the risk of future generations accidentally stumbling on the site and unleashing the contaminated material stored within.Federal Disposal Field HZ-21 terminal entries; Site director's terminal, IV. Conclusions Known locations - Federal Disposal Field HZ-21 Appearances The 10,000 Years Initiative is mentioned only in Fallout 76. Behind the scenes The 10,000 Years Initiative is a project based on the real-world long-term nuclear waste warning messages, which is trying to achieve the same goals. Gallery F76 Federal Disposal Site 2.png|Radioactive waste seepage at HZ-21 FO76 191020 10k Initiative 2.png|Closer view showing the spike field FO76 Sunset at 10k 6.png FO76 Sunset at 10k 5.png FO76 Sunset at 10k 4.png FO76 Sunset at 10k 3.png FO76 Sunset at 10k 2.png FO76 Sunset at 10k 1.png FO76 Map 10000 year initiative.png|On the world map References
10/01/77
10/01/77 is a paper note in the Fallout 76 update Wild Appalachia. Location This note can be found in Fraternity Row, behind the Delta Tau Epsilon fraternity house, on the top of the hill inside a trash can. Transcript Gallery Fo76WA 101577 note.png fr:01/10/77 ru:01.10.77
10/15/77
10/15/77 is a paper note in the Fallout 76 update Wild Appalachia. Location This note can be found in Fraternity Row, behind the Delta Tau Epsilon fraternity house, on the top of the hill inside a trash can. Transcript Gallery Fo76WA_101577_note.png fr:15/10/77 ru:15.10.77
101st Field Artillery Regiment
The 101st Field Artillery Regiment was a regiment in the U.S. Army and a National Guard unit active in the Boston area prior to the Great War. Background The 1st Battalion of the 101st Field Artillery Regiment were stationed at the National Guard training yard near Malden, Massachusetts.National Guard sign The facility was expanded before the Great War, due to high demand.Fallout 4 Vault Dweller's Survival Guide Collector's Edition pp. 293-295: "[2.32] NATIONAL GUARD TRAINING YARDTwo hundred years ago, the National Guard was in higher demand than ever before. This facility was expanded just prior to the bombs falling. Currently, this location has recently been visited by the Brotherhood of Steel; they used this location to house and repair Power Armor."(Fallout 4 Vault Dweller's Survival Guide Map) Appearances The 101st Field Artillery Regiment is mentioned only in Fallout 4. Behind the scenes The 101st Field Artillery Regiment is a real-world National Guard unit. References Non-game
104th Infantry Regiment
The 104th Infantry Regiment was part of the U.S. Army, deployed to Boston prior to the Great War. Background The 104th Infantry Regiment's Echo Company was responsible for staffing the South Boston military checkpoint and performing vehicle inspections and detaining passengers as applicable. Operations began on August 1, 2077.South Boston military checkpoint terminal entries; South Boston checkpoint terminal, Current Orders Appearances The 104th Infantry Regiment is mentioned only in Fallout 4. References
108th Infantry Battalion
The 108th Infantry Battalion was a contingent of the United States Army. Background The group was deployed during the Battle of Anchorage, during which several of the unit's medics were abducted by zetan aliens.Lone Wanderer: "Tell me how you were captured by these aliens."Elliott Tercorien: "Well, it was getting dark... we had spent the day out in the trenches keeping as many of the guys alive as we could. Chinese had been pounding on us all day with artillery from these huge guns they had up on the mountains. It was really a mess. Anyway, we pitched our tents and stowed our gear to try and catch some shuteye. I woke up suddenly to Private Dawkins screaming... he was bathed in some kind of blue light coming from the sky. All of us just froze as he just... well... vanished. We didn't know what happened. Did the Chinese come up with some new weapon? Moments later, all of us were in the blue light too... the rest you know."(Elliott Tercorien's dialogue)Elliott Tercorien: "Me? Well, I was a medic with the 108th Infantry Battalion stationed at Anchorage, Alaska."(Elliott Tercorien's dialogue) Members - Sergeant Daniels - Corporal Rheems - Corporal Spurlock - Private Lawrence Mears - Private Dawkins - Private Beckett - Private Elliott Tercorien Appearances The 108th Infantry Battalion is mentioned in the Fallout 3 add-on Mothership Zeta. References es:Batallón de Infantería 108 pl:108 Batalion Piechoty
108th Infantry Regiment
The 108th Infantry Regiment was a contingent of the United States Army. Background Nate served in its 2nd Battalion while fighting in the Resource Wars.Lookout: "Record found. 108th Infantry Regiment. Second Battalion. Ahoy there. 'Tis Providence a member of the Congressional Army is delivered to us in our hour of need."(MS11Lookout.txt) Notes Fox Company of the 108th is mentioned in cut content. Sanctuary Hills terminal entries: "7:00 pm - Drinks with Fox CompanyGo 108th!(Probability of us getting drunk and singing "The Snows of Anchorage" 5 times - 110%)" Appearances The 108th Infantry Regiment is mentioned only in Fallout 4. Behind the scenes The 108th Infantry Regiment is a real regiment of the New York Army National Guard. References es:Regimiento de infantería 108 uk:108-й Піхотний Полк
10 Indisputable Rules on Ghouls
10 Indisputable Rules on Ghouls is a book which was cut from the Fallout 3 add-on Point Lookout. Characteristics This book teaches the perk Ghoul Ecology. Location The book can be found in test cell location DLC04testPhil. Notes The Lone Wanderer will receive the Ghoul Ecology perk upon picking the book up, as opposed to using the item from the Pip-Boy inventory. ru:Гули — 10 неоспоримых фактов uk:Гулі — 10 незаперечних фактів
10 of Spades
"10 of Spades" is the youngest member of the NCR's First Recon Alpha Team, stationed at Camp McCarran in 2281. Background 10 of Spades was born on a farm west of the Mojave, trained to use a rifle since the age of three.The Courier: "How long have you been a sharpshooter?"10 of Spades: "Shit. Long as I can r-r-remember. Had a rifle in my hand since I was three, that's what my dad always says. "(10 of Spades' dialogue) He was recruited into the military a year before meeting the Courier.The Courier: "When did you enlist in the military?"10 of Spades: ""(10 of Spades' dialogue) His nickname was given to him by Lieutenant Gorobets, who said more experience was required before he would be granted his original request, to be called the Ace of Spades.The Courier: "Ten of Spades. Where did you get that name?"10 of Spades: " It's okay, though. I get a few more k-k-kills under my belt, he'll move me up to Jack. Jack of Spades. Sounds better, right? I keep at it, eventually I'll make it to Ace. Think I'll skip Queen, though."(10 of Spades' dialogue) 10 of Spades' partner in the field is Corporal Betsy, a veteran sharpshooter who volunteered for the spot after everyone else refused to put their life in the hands of a new recruit. On one of their assignments, the pair was ambushed by Cook-Cook's group of Fiends. 10 of Spades was knocked out, and Betsy was sexually assaulted by the Fiend leader. Unable to prevent this or protect his partner, 10 of Spades feels responsible and struggles to forgive himself.The Courier: "I heard about what happened to Corporal Betsy."10 of Spades: ""The Courier: "Tell me what happened."10 of Spades: "It was m-my fault. See... I was kn-knocked out when it happened. That b-big guy sneaked up on us. I let B-Betsy down."The Courier: "Why do you think you let Betsy down?"10 of Spades: "She's my g-g-goddamn partner. See, we work in pairs. We spot for each other. W-watch each other's backs. Nobody wanted to w-work with me. They said I was too green. But Betsy volunteered. Shit, you don't even know how big a d-d-deal that is. "(10 of Spades' dialogue)The Courier: "If you were unconscious, how could you have done anything?"10 of Spades: " That shit was my fault. I don't want to talk about it anymore, all right?"(10 of Spades' dialogue) If asked about how to help Corporal Betsy, he will recommend Doctor Usanagi, who helped him with his stuttering.The Courier: "I'm trying to convince Corporal Betsy to go see a doctor. Any ideas?"10 of Spades: "Oh, b-b-because of what that fuck Cook-Cook did? W-well, it's n-not the same thing, but D-Doc helped me with my s-s-stuttering. The d-doc has a c-clinic north of here. Can't m-m-miss it. You should t-talk to Bitter-Root, too. He's b-been to see the doc, too."(10 of Spades' dialogue) Interactions with the player character Interactions overview Quests - I Don't Hurt Anymore: 10 of Spades is needed for one of the paths to completing the quest by convincing Betsy that everyone is worried about her and that she should seek help. - Three-Card Bounty: 10 of Spades and the rest of Alpha Team can be brought along to take down Driver Nephi. Effects of player's actions Upon completing the Driver Nephi portion of the Three-Card Bounty quest by claiming Nephi's bounty, Alpha Team moves to Camp Forlorn Hope to help with the Legion at Nelson. 10 of Spades can then be found in the Camp Forlorn Hope mess hall. Other interactions If the player character makes fun of 10 of Spades about his stuttering, he will become agitated. However, it is possible to apologize to him, which will allow the player character to speak with him once more. This apology removes the option to again make fun of his stutter. Making fun of his stutter twice will make him angry, and he will not talk to the player character afterward. Inventory Notes 10 of Spades is one of the shortest characters in the game, similar to the height of legionaries. Notable quotes Appearances 10 of Spades appears only . Behind the scenes 10 of Spades was designed by additional writer George Ziets, who also wrote for the other members of First Recon.A selected archive of George Ziets's Formspring Gallery FNV 10ofSpades w hat.png|10 of Spades without his headwrap 10 of Spades wfw.jpg References Non-game de:Pikzehn es:10 de Picas fr:Dix de Pique it:10 of Spades ru:Десятка пик uk:Десятка пік
10mm
10mm is an ammunition type found in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout 4, and Fallout 76. Background Before the War, the powerful 10mmFallout and Fallout 2 item description: "{800}{}{10mm Pistol}{801}{}{A Colt 6520 10mm autoloading pistol. Each pull of the trigger will automatically reload the firearm until the magazine is empty. Single shot only, using the powerful 10mm round. Min ST: 3.}"(PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2)) Automatic round was the standard ammunition for the Bureau of Alcohol, Drugs, Tobacco, Firearms and Lasers and other federal agencies, while the military was more reliant on experimental energy weapons (although it remained the round of choice for conventional pistols and submachine guns).Chris Taylor interview for Vault13.net The Circle G brand of ammunition was one of the most popular, offering excellent centerfire cartridges for a variety of applications.Circle G brand in Fallout 3, Fallout: New Vegas, Fallout 4, and Fallout 76. Variants 10mm Auto round x70px Standard 10mm Automatic rounds, offering a balanced performance against unarmored and protected targets.For organization, the rounds are grouped together, although the models for the bullets differ: Fallout 3 has standard ball ammunition, while in Fallout 4 they are modeled as hollow points. 10mm AP right 10mm rounds designed to have excellent penetration, but poor expansion: They will not be as affected by armor as normal rounds, but do less damage after penetrating.Fallout manual: "10mm APThe 10mm caliber ammo is designed for pistol or submachinegun size firearms. The AP suffix denotes the round is Armor Piercing. AP rounds have excellent penetration, but poor expansion. They will not be as affected by armor as a normal round, but do less damage after armor to the target."Due to the way ammunition modifiers are implemented in Fallout 2, AP ammo offers less performance across the board. In Fallout, they don't work at all. AP ammunition is recommended for "larger, bipedal game" according to official Vault-Tec materials. 10mm JHP right Jacketed hollow point rounds are designed to expand upon impact to increase the amount of energy delivered to the target and increase its wounding potential. If the target is wearing armor, most of this energy will be absorbed by the armor and reduce the damage to the target. The inclusion of a jacket from harder metal around the bullet reduces the expansion, providing a balance between damage and penetration.Fallout manual: "10mm JHPThis is another version of the 10mm, but in JHP or Jacketed Hollow Point. Hollow Point ammunition is designed to expand to as large of a size as possible to translate the most energy to the target. Unfortunately, if the target is wearing armor, most of the energy is splatted against the armor and little of it will actually affect the target." JHP ammunition is recommended by Vault-Tec for use in small game hunting.Fallout manual: "PistolThis is your basic ranged weapon. The 10mm round packs a goodly punch, and the Colt pistol is a fine example of workmanship and quality. It is a single shot weapon only, meaning that every time you pull the trigger, you will fire one, and only one, round of ammunition. The 6520 has no problem feeding hollowpoint ammunition for small game hunting, or armor piercing rounds for larger, bipedal game." 10mm HP x70px Hollow point ammunition expands on impact to maximize the amount of energy delivered. Standard hollow points do not have a harder metal jacket and completely deform on impact, delivering exceptional performance against unarmored target, but severely underperforming against protected ones. Behind the scenes - The above quote comes from a Duck and Cover interview. Chris Taylor also stated that 10mm was "standard ammo for the BATF" as "the military was into energy weapons."Question: "10MM pistols and SMGs were abundant in Fallout. Was 10MM ammo standard ballistic military issue at the time of the war?"Chris Taylor: "It was the standard ammo for the BATF. The military was into energy weapons."(Chris Taylor interview for Vault13.net) - Joshua Sawyer deliberately asked designers to place 10mm weapons predominantly in Vaults and 9mm weapons out in the wasteland, as he thought 10mm weapons to be more "Vaulty" or futuristic in his mind.Joshua_Sawyer_Formspring_posts/2011: "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. Yes. 10mm weapons seemed more "vaulty"/futuristic in my mind. " Gallery Fo1_Manual_10mm_Ammunition.png|Picture of the 10mm ammunition types from the Fallout manual F76 Clarksburg P 2.png|Clarksburg promotional poster Notes References Non-game de:10-mm-Schuss pl:10mm ru:10-мм патрон zh:10mm
10mm (Fallout)
10mm is a type of ammunition in Fallout. Characteristics The 10mm is the most common ammo found in the wasteland. The JHP is intended to shoot low-armored targets, while AP gives more power to cut through armor but has lower overall damage. Variants There are two variants of 10mm ammunition. Ammunition modifiers are not applied at all in the Fallout engine, which makes the 10mm equal to any other kind of ammunition and both JHP and FMJ versions functionally identical. - 10mm AP (Ammunition. Caliber: 10mm, armor piercing.) - 10mm JHP (Ammunition. Caliber: 10mm, jacketed hollow-points.) Weapons using this ammunition - 10mm pistol - 10mm SMG Locations - Standard starting inventory includes 48 10mm JHP rounds. -- Tagging Small Guns increases this by an additional 24 rounds. - Various merchants sell the ammunition. - One 10mm AP magazine carried by Ed the skeleton, just outside the Vault 13 entrance. - One 10mm JHP magazine inside the radscorpion cave. - Four JHP magazines in a footlocker on level three of Vault 13. - One 10mm AP magazine on the floor, next to some rubble, in Vault 15's command center. - One 10mm JHP magazine in a locker in Vault 15's command center. - Three AP and three JHP magazines in a locked ice chest in the guard house at the Junktown entrance. - One 10mm AP magazine in Demetre Romara's desk in Hub Downtown. - One 10mm JHP magazine in Jacob's bookcase in Old Town. - Raiders during the quest Help Irwin carry the ammunition. - Two 10mm JHP magazines in a bookcase at Irwin's farm. - Three 10mm AP and two JHP magazines at Watershed, in a bookcase in the house with Harry. - Two 10mm AP magazines in a locker on level three of the Glow. - One 10mm JHP magazine in a footlocker on level two of Mariposa Military Base. - Two 10mm AP magazines and four 10mm JHP magazines in the second from the right armory locker section on level 2 of Mariposa Military Base. - Four JHP and two AP magazines in two footlockers in the Tower of Doom. Behind the scenes Gallery Weapons Vault 13 level 3.png|Vault 13, level 3 FO01 NPC Ed 2.png|Ed, outside Vault 13 10mm JHP radscorpion cave.png|Radscorpion cave 10mm AP Vault 15 CC.png|Vault 15, command center. Dynamite lockers Vault 15 CC.png|Vault 15, command center Fridge and ice chest Junktown entrance.png|Junktown entrance Desk Romara CCC Hub.png|Hub Downtown Fridge Jacob's arms Old Town.png|Old Town Stimpaks Irwins farm.png|Irwin's farm Assault rifle Watershed.png|Watershed Lockers The Glow level 3.png|The Glow, level 3 Footlockers1 MMB level 2.png|Mariposa Military Base, level 2 Lockers armory MMB level 2.png|Mariposa Military Base, level 2 Footlocker Tower of Doom.png|Tower of Doom References es:10 mm (Fallout) pl:10mm ru:10-мм патрон (Fallout) zh:10mm (Fallout)
10mm (Fallout 2)
10mm is a type of ammunition in Fallout 2. Characteristics The 10mm is the most common ammo found in the wasteland. The JHP is intended to shoot low-armored targets, while AP gives more power to defeat through armor but has lower overall damage. The modifiers are applied correctly in the engine, however, due to how the game calculates damage, the AP ammunition consistently underperforms, as the reduction in damage is not compensated for by the DR modifiers and DT is unaffected at all. Variants There are two variants of 10mm ammunition: - 10mm AP (Ammunition. Caliber: 10mm, armor piercing.) - 10mm JHP (Ammunition. Caliber: 10mm, jacketed hollow-points.) Weapons using this ammunition - 10mm pistol - 10mm SMG - H&K P90c - Pipe rifle Locations - One 10mm JHP magazine in a bookcase in Vic's in Klamath Downtown. - One 10mm JHP magazine in a locker in the "Guns" building in Trapper Town. - One 10mm JHP and AP magazine on the east bookshelf in Ghost Farm's main cavern. - Sold by every significant weapons merchant starting with Happy Harry's in Vault City on through Red 888 Guns in San Francisco. - One in a locker in the bedroom of the Parlor Room in Vault City. - One 10mm AP and JHP magazine in a footlocker on level 2 of Vault 8. - Two 10mm AP and JHP magazines in two footlockers on level 3 of Vault 8. - Two 10mm JHP magazines in locked lockers in the mercenaries' cave. - One 10mm JHP and AP magazines in a box at the eastern end of the mercenaries' cave. - One 10mm JHP magazine in a bookcase in an upstairs room in Desperado, upstairs. - One AP and JHP magazine in a bookcase in a room in the Shark Club, second level. - Another AP and JHP magazine in a bookcase in a locked room in the Shark Club, second level. - One 10mm AP magazine in Mrs. Bishop's safe on the third level of the Shark Club. - One 10mm JHP magazine in an ammo crate in the entrance bunker to the Sierra Army Depot. - Carried by all of the Vault 15 raiders who wield 10mm pistols or SMGs. - Three JHP magazines in a locker in Vault 15's command center. - One 10mm JHP magazine in a footlocker on level two of Mariposa Military Base. - One 10mm AP magazine in a locker in Navarro underground's armory. Behind the scenes Gallery Fo2 Vics radio KD.png|Vic's Fo2 rubber boots Guns TT.png|"Guns" in Trapper Town Fo2 ammo GFmc.png|Ghost Farm, cavern 10mm pistol Parlor Room.jpg|Parlor Room Ammo footlocker Vault 8.jpg|Vault 8, level 2 Ammo footlockers Vault 8 l3.jpg|Vault 8, level 3 Cats Paw and First Aid Book MC.jpg|Mercenaries' cave Knives MC.jpg|Mercenaries' cave Ammo MC.jpg|Mercenaries' cave 10mm pistol Desperado.jpg|Desperado, upstairs Ammo Shark Club 2nd level.jpg|Shark Club, upstairs Shotgun Shark Club 2nd level.jpg|Shark Club, upstairs Mrs. Bishops safe Shark Club.jpg|Leslie Anne Bishop's safe Fo2 rocket SAD.png|Sierra Army Depot, entrance bunker Fo2 footlockers2 L2 MMB.png|Mariposa Military Base, level 2 Vault 15 computer parts locker.png|Vault 15, command center Blue memory module locker.png|Navarro underground References es:10 mm (Fallout) ru:10-мм патрон (Fallout) pl:10mm
10mm SMG (Fallout)
The H&K MP9 10mm SMG is a small gun in Fallout. Characteristics This select fire firearm is considered to be one of the finest weapons in the world. The single shot is comparable to the Colt 6520 pistol, and the burst mode is excellent. The MP9 is easy to control and can dish out more punishment than other firearms in its size category.Vault Dweller's Survival Guide p.5-16: "One of the finest weapons in the world. The H&K MP9 is a solid submachine gun, capable of single or burst mode attacks. The single shot is acceptable, comparable to the 6520 pistol, but the burst mode is spectacular! The MP9 is easy to control, and spews 10mm death like no other firearm in it’s size category." Consequently, it is highly popular among people requiring a powerful, but a compact source of firepower with low maintenance requirements. This weapon is popular with freelance mercs as it can spew death at close range. It is an excellent weapon early in the game and can shred unarmored foes, a single burst is able to kill even enemies in leather armor. It is very deadly at close range. Ammo can be found almost anywhere. Ian and Sulik are very deadly with these. It is the only burst weapon Ian can use, and the first SMG player characters are likely to find for Sulik. Locations - A storage room on the 3rd floor in Vault 15, near the cave-in. - Carried by the short, rotund assistant Gretch of Doc Morbid in Junktown. - Carried by three of Daren Hightower's goons; the ones in leather jackets. - Can be bought from Jacob in the Hub's Old Town, also one in his bookcase. - Lorenzo in the Hub carries one. - The two Regulator guards in front of Adytum each have one. - One in a footlocker in the Tower of Doom. Notes - A message when inspecting the storeroom in Vault 15 refers to the 10mm SMG as an Uzi.BVSTORE.MSG Sounds Gallery Leather concept.jpg|Early 10mm SMG concept art Dynamite lockers Vault 15 CC.png|Vault 15, level 3 Fridge Jacob's arms Old Town.png|Old Town Footlocker Tower of Doom.png References Non-game es:SFL de 10 mm pl:H&K MP9 ru:Пистолет-пулемёт 10 мм uk:Пістолет-кулемет 10 мм zh:10mm SMG (Fallout)
10mm SMG (Fallout 2)
The H&K MP9 10mm SMG is a small gun in Fallout 2. Characteristics This select fire firearm is considered to be one of the finest weapons in the world. The single shot is comparable to the Colt 6520 pistol, and the burst mode is excellent. The MP9 is easy to control and can dish out more punishment than other firearms in its size category.Vault Dweller's Survival Guide p.5-16: "One of the finest weapons in the world. The H&K MP9 is a solid submachine gun, capable of single or burst mode attacks. The single shot is acceptable, comparable to the 6520 pistol, but the burst mode is spectacular! The MP9 is easy to control, and spews 10mm death like no other firearm in it’s size category." Consequently, it is highly popular among people requiring a powerful, but a compact source of firepower with low maintenance requirements. This weapon is popular with freelance mercs as it can spew death at close range. It is an excellent weapon early in the game and can shred unarmored foes, a single burst is able to kill even enemies in leather armor. It is very deadly at close range. Ammo can be found almost anywhere. Locations - Tubby in the Den West Side stocks these guns. - It can be found in a footlocker of the 3rd floor of Vault 8. - The Mordinos are also fond of this weapon, though they are more likely to carry M3A1 "Grease Gun" SMGs instead. - One in a bookcase in a room in the Shark Club, second level. - One in an ammo crate on level two of the Sierra Army Depot. - One is carried by Hal at NCR Downtown. - Used by the Khan raiders of Vault 15. - One in a locker in Vault 15's command center. - One in a locker in Navarro underground's armory. Notes In Fallout 2, if one's character is named Buffy, they can acquire one from Becky (it is also called an UZI in dialogue). Sounds Gallery Ammo footlockers Vault 8 l3.jpg|Vault 8, level 3 Shotgun Shark Club 2nd level.jpg|Shark Club, upstairs Fo2 ammo crates 2nd level SAD 2.png|Sierra Army Depot, level 2 Vault 15 computer parts locker.png|Vault 15, command center Blue memory module locker.png|Navarro underground References Non-game es:SFL de 10 mm pl:H&K MP9 ru:Пистолет-пулемёт 10 мм uk:Пістолет-кулемет 10 мм zh:10mm SMG (Fallout)
10mm SMG extended mags
The 10mm SMG extended mags is a weapon mod sold in Fallout: New Vegas. Effects This mod increases the ammunition capacity of the 10mm SMG by ten rounds, from 30 to 40. Locations Sold by: - Alexander, 188 Trading Post - Arms merchant, 188 Trading Post - Blake, Crimson Caravan Company - Dale Barton, The Fort - Vendortron, Gun Runners kiosk Notes Prior to patch 1.3.0.452, the 10mm SMG mags were only worth 250 caps. Gallery 10mm SMG with extended mag.png|10mm submachine gun with the extended magazine modification Generic weapon mod image.png|Weapon mod case de:10-mm-MP: Erw. Magazin ru:Увеличенный магазин для 10-мм ПП
10mm SMG recoil comp.
The 10mm SMG recoil comp. is a weapon mod sold in Fallout: New Vegas. Effects This mod decreases the spread of fire of the 10mm SMG from 2.2 points of minimum spread to 1.2 points of minimum spread, allowing the 10mm SMG to be effective and remain a powerful weapon even at longer ranges. Locations Sold by: - Alexander, 188 Trading Post - Arms merchant, 188 Trading Post - Blake, Crimson Caravan Company - Dale Barton, The Fort - Vendortron, Gun Runners kiosk Notes Prior to patch 1.3.0.452, the 10mm SMG recoil compensator was only worth 250 caps. Gallery 10mm SMG with recoil comp.png|10mm submachine gun with the recoil compensator modification Generic weapon mod image.png|Weapon mod case de:10-mm-MP: Rückstoßdämpfer ru:Компенсатор отдачи для 10-мм ПП
10mm autoloader
The 10mm autoloader or 10mm Colt autoloader pistolVan Buren B.O.M.B.-001 design document - Captain Pierce. [[B.O.M.B.-001 design document/2#Captain Pierce (COMBAT 12) |[1]]] is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. Locations - Carried by General Coleridge, Captain Pierce, and Major "Border" Briggs aboard Ballistic Orbital Missile Base 001.Van Buren B.O.M.B.-001 design document. [[B.O.M.B.-001 design document/2|[1]]] - Tibbets Prison - Inbred Mining Camp, beneath a floorboard in one of the houses.Van Buren Tibbets Prison design document. [[Tibbets Prison design document/3#Example: Podunk, Colorado: Inbred Mining Camp|[1]]] - Carried by Hardin in Denver.Van Buren Denver design document - Hardin. [[Denver design document/3#Hardin|[1]]] - Carried by Larsen in Boulder Dome.Van Buren Boulder design document. [[Boulder design document/3#Baggers/Larsen (Leader) |[1]]] References
10mm casing
10mm casing is a junk item . Characteristics Shell from a 10mm round. Scrapping it will provide the player with steel. Locations A junk item that cannot be crafted but must be found in Appalachia. The 19 locations listed are simply placed objects, but they cannot be looted by the player. - Seven around South Mountain lookout. - Three in Site Charlie - Three in Site Bravo - Three around Sutton - Three in Site Alpha Notes 10mm casings are unrelated to crafting live 10mm rounds at a Tinker's workbench and as such are not needed for production of said caliber. However, scrapping casings will provide the player with steel which is a required component in order to craft ballistic ammo.
10mm heavy frame
10mm heavy frame is a weapon mod which was cut from the final version of Fallout: New Vegas. Effects The 10mm heavy frame would have modified the 10mm pistol. There is a .44 revolver heavy frame weapon mod which increases a weapon's condition by +50%, so this mod would likely have had a similar effect. Visually, the upgrade alters the 10mm pistol by increasing the width of the upper (slide) portion of the weapon. The textures for the weapon remain unchanged. The upgrade remains in the form of meshes, textures, and static world objects accessible in the GECK, but not as a usable mod that can be added via the console on the PC.
10mm pistol
10mm pistols are pistols that appear in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout 4, Fallout 76, Fallout Shelter, Fallout: New California and Van Buren, as well as . Background 10mm pistols are sidearms using the 10mm ammunition that was common before the Great War. They were used extensively by the Bureau of Alcohol, Drugs, Tobacco, Firearms and Lasers, while in the military such pistols were being phased out in favor of energy weapons.Chris Taylor interview for Vault13.net Their ruggedness, reliability and firepower made them a popular choice among wastelanders and thus a staple of wasteland firefights.Fallout 4 loading screens: "Small, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell." Models Colt 6520 pistol right right - TV series article: Colt 6520 10mm pistol (TV series) The Colt 6520 10mm autoloading pistol is a highly durable and efficient weapon developed by Colt Firearms prior to the Great War.In-game description in Fallout and Fallout 2: "{801}{}{A Colt 6520 10mm autoloading pistol. Each pull of the trigger will automatically reload the firearm until the magazine is empty. Single shot only, using the powerful 10mm round. Min ST: 3.}" It proved to be resistant to the extreme conditions of the wasteland and is a fine example of workmanship and quality construction. Its simple design allows it to be easily manufactured with relatively basic equipment, making reproduction possible in workshops across the post-nuclear world. The Colt 6520's reliability and accessibility makes it very popular among wasteland denizens, for who sophisticated, high-maintenance weapons would be a liability to survival.Vault Dweller's Survival Guide p.5-15: "This is your basic ranged weapon. The 10mm round packs a goodly punch, and the Colt pistol is a fine example of workmanship and quality. It is a single shot weapon only, meaning that every time you pull the trigger, you will fire one, and only one, round of ammunition. The 6520 has no problem feeding hollowpoint ammunition for small game hunting, or armor piercing rounds for larger, bipedal game." - Ultimatum N80 pistol The 10mm N80 sidearm was standard issue military gear until it was phased out in 2051. N99 pistol right right right The large-framed N99 was selected as the standard issue conventional sidearm of the United States military, following the phaseout of the N80 in 2051. The long-barreled pistol remained in service for 26 years, until the Great War destroyed the United States. The pistol is designed to withstand the most extreme conditions, which was one of the requirements for a new service sidearm. It can also be repaired easily by anyone with even the most basic technical knowledge. This includes both clearing misfeedsThe Lone Wanderer: "Your gun is jammed? Can I take a look at it?"Pek: "Sure, I guess. Can you fix it?"The Lone Wanderer: "Sure can. Here, just pull this back to clear the chamber."Pek: "Wow... that's... that's easy. Now at least I can shoot back at those mutant bastards. Are you ready?"(FFDCFallsChurchBoSLostInititate.txt) and restoring a unit to working condition after long exposure to elements without maintenance.Citadel terminal entries; weapon information research database terminal, N99 10mm Pistol These features also make it popular with wastelanders, who appreciate the ease of maintenance. It remains a common weapon, as even though many civilian units were ruined, they can easily be restored by anyone with some repair knowledge. Even damaged units can be used reliably, though they will offer subpar performance and jam frequently. The number of manufactured pistols means that parts are easy to come by, however. The N99 10mm pistol may be equipped with a suppressor for more covert applications. 10mm pistol (Fallout 4) Standard configuration - TV series article: 10mm pistol (TV series) The 10mm pistol is a semi-automatic sidearm created before the Great War, known for its ubiquity and versatility.Fallout 4 loading screens: "Small, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell." While it is a different design from the N99, it can be transformed into something similar.The Art of Fallout 4 p. 236: "The base 10mm, for instance, is a different design from the version in Fallout 3. But with the proper mods, you can transform it into something very similar." One of the key differences is a slide release lever, automatically locking the slide back when the weapon runs dry.Weapon appearance in Fallout 4. Available to both government and civilian clients, the 10mm pistol could be fitted with an automatic receiver to be made into a machine pistol, as well as a variety of optics (including high-tech recon scopes), suppressors, and other accessories to improve its performance.Weapon modifications in Fallout 4. - Wastelander's Friend - Gen-4 10mm pistol 10mm pistol (Fallout 76) Long barrel configuration The 10mm pistol is a pre-war firearm that was available in both semi-automatic and automatic varieties. It's a versatile weapon with a variety of available modifications to change every aspect from optics to accuracy to fire rate and more.Fallout 76 10mm pistol modifications At the same time, it remained a reliable, easily modified and powerful sidearm, especially in the wasteland.Fallout 76 loading screen hints: "Easily modified, reliable, and packing decent stopping power, the 10mm Pistol is one of the most trusted sidearms in the Wasteland for a reason." As part of the inhabitants of Appalachia's countermeasures against the hostile creations of the Scorched Plague, 10mm pistols among several weapons were modified to fire depleted ultracite rounds that would cause a reaction in the ultracite deposits that burst from the bodies of the Scorched, creating a volatile and damaging explosion. - Anti-Scorched training pistol Behind the scenes Cover of the Hard Boiled comic showing the gun that inspired the 10mm - The 10mm pistol's visual appearance is taken directly from the comic book Hard Boiled. Geofrey Darrow, the artist for Hard Boiled, would later go to illustrate the cover art for All Roads, which was released in conjunction with Fallout: New Vegas. - The 10mm pistol was originally envisioned as an automatic revolver, but due to a miscommunication between the artists and writers its item description refers to its loading system as using a magazine rather than a cylinder. Subsequent games have consistently retained this error and portrayed the weapon as magazine-loaded; though Chris Taylor wanted to rectify it at some point, this correction never materialized.Question: "The 10mm pistol, although being an automatic, has a revolving chamber, and the description even says "Each pull of the trigger will automatically reload the firearm until the magazine is empty." Why the discrepancy? Miscommunication between the artists and the designers?"Chris Taylor: "The longer answer: Miscommunication. I think the text was written before the art was done, or the art was redone and the text wasn't updated (it's a little fuzzy). Should be '...until the cylinder is empty.' But I'd probably want to rewrite the description completely."(Fallout Bible 8) - Handguns based on the 10mm from Fallout and Fallout 2 are featured in the TV series. Its functionality is closer to a revolver than an automatic pistol with 12 rounds. Gallery Art of Fallout 4 10mm pistol.jpg|Art of Fallout 4 FO3 10mm Pistol.JPG|Fallout 3 concept art FO3 items concept art.jpg|Fallout 3 concept art 10mm pistol blown up.png|10mm pistol expanded Weathered 10mm pistol blown up.png|Weathered 10mm pistol expanded 10mm pistol with silencer.png|Silenced 10mm pistol (Fallout 3) Winterized N99 10mm silenced pistol.PNG|Silenced 10mm pistol (Operation: Anchorage) FNV 10mm Overview Page.png|Fallout: New Vegas Weathered10mmFNV2.png|Weathered 10mm pistol (Fallout: New Vegas Classic Pack) FoS_10mm_pistol.png|120px|Fallout Shelter FO4CC Gen-4 10mm pistol.png|Gen-4 10mm pistol (Creation Club) Ultimatum.png|Ultimatum (Creation Club) References Non-game es:Pistola de 10 mm pl:Pistolet 10mm ru:10-мм пистолет zh:10mm手槍
10mm pistol (Fallout)
The Colt 6520 10mm pistol is a small gun in Fallout. Background Characteristics The starting weapon of the game, the 10mm pistol is a solid, reliable tool in the early and even in the mid-game due to plentiful ammunition. Ian has a 10mm pistol by default, effectively doubling the party's firepower. The 10mm SMG found at Vault 15 has the same damage per shot, but a 30 round magazine and the ability to fire in bursts, making it a strict upgrade. Locations - The Vault Dweller starts with one. - One in a footlocker on level three of Vault 13. - Ian at Shady Sands uses one. - Carried by raiders. - Sold in weapons shops in the Hub. - One in a wall locker on level 5 of the Glow. - One on a corpse on level 6 of the Glow. - Two in footlockers in the Tower of Doom. Appearances The Colt 6520 10mm pistol appears in Fallout. Behind the scenes Sounds Gallery Weapons Vault 13 level 3.png|Vault 13, level 3 Wall lockers The Glow l5.png|The Glow, level 5 10mm pistol The Glow l6.png|The Glow, level 6 Footlocker Tower of Doom.png|Tower of Doom References Non-game es:Pistola de 10 mm (Fallout) pl:Colt 6520 10mm ru:Пистолет 10 мм (Fallout) uk:Пістолет 10 мм (Fallout) zh:10mm手槍 (Fallout)
10mm pistol (Fallout: New California)
The 10mm pistol is a weapon in the Fallout: The Board Game expansion Fallout: New California. Characteristics While in a fight, the 10mm pistol generates one reroll if the player character has Agility. As a ranged weapon, it allows the player character to attack enemies one space away from them. While in a fight, if the player rolls a full body die result, the 10mm pistol is exhausted and cannot be used again until unexhausted. Locations The 10mm pistol can be obtained through the shop.
10mm pistol (Fallout: New Vegas)
The 10mm pistol, officially the N99 10mm pistol, is a weapon . Background Characteristics 10mm pistol expanded Though it is easily obtained, the pistol is prone to breaking after a short period of use, so carefully-aimed shots are important. Its iron sights are also slightly misaligned, with the front post being aligned slightly to the left of the center. It is considered an improved holdout weapon. Durability The 10mm pistol can fire a total of about 395 standard rounds, the equivalent of 33 reloads, or 25 reloads when modded with extended magazines, from full condition before breaking. Modifications - 10mm pistol extended mags - Increases ammunition capacity (+4). - 10mm pistol laser sight - Decreases spread by 0.4, and adds laser sight effect. - 10mm pistol silencer - Silences the weapon. - 10mm heavy frame - Cut from the game. Variants - Weathered 10mm pistol - A unique variant added with the Courier's Stash add-on. - Veronica's 10mm pistol - A unique non-playable weapon used by Veronica. The only difference is its usage of companion ammunition. Comparison Locations - Camp Guardian caves - On the ground in one of the passages. - Crimson Caravan Company - Can be stolen from the top bunk, inside the barracks. - Durable Dunn's sacked caravan - Found near a skeleton just northeast of the bridge in the open desert. - Goodsprings source - In the ammunition box found at the unmarked clifftop encampment to the southwest. - Gun Runners - Can be bought from the Vendortron. - NCR Military Police HQ - Can be stolen from a shelf in the armory. - Nipton Town Hall - Inside the storage room, located behind the mayor's desk. - Novac - Can be stolen from a table in one of the generic houses. - Vault 3 - In the recreation area. - Vault 11 - Can be found on the floor of the entry room, near the skeletons. - Vault 34 - Several can be found throughout the Vault and five more 10mm pistols are located in the armory. - Carried by Kings gang members. - NCR military police often carry them. - NCR troopers occasionally use them. - Used by the Jackal gang members, Viper gunslingers, and Scorpions. - Can be bought off of various merchants. - One of the thugs guarding Andy Scabb's room carries one. - Nevada Highway Patrol station - The two Jackals gang members outside of the station will be carrying 10mm pistols. - Sometimes carried by recruit decani. - Hopeville missile silo bunker - One can be found next to the body of Martin Retslaf on the second floor of the silo. Behind the scenes Joshua Sawyer on Formspring Bugs - Sometimes, when equipping a 10mm pistol modded with an extended mag, the mag may appear under the trigger. This bug can be fixed by re-equipping the weapon.- Sometimes, when you equip the 10mm pistol, the laser sight modification may not be activated. To fix this, simply un-equip the pistol and re-equip it.- The weapon may also turn invisible while aiming down the sight.- If loading a saved game from the main menu in which you have the 10mm pistol equipped and drawn, the reload animation takes twice as long as normal. This can be solved by simply switching to another gun and then back again. Sounds Gallery 10mm pistol with laser sight.png|10mm pistol with the laser sight modification 10mm pistol with extened mag.png|10mm pistol with the extended magazine modification 10mm pistol with silencer.png|10mm pistol with the silencer modification 10mm pistol with laser sight, extended mag and silencer.png|10mm pistol with all modifications FO3 items concept art.jpg|Concept art by Liquid Development TheProfessional.png|10mm pistols in the perk image for The Professional New Kid.png|10mm pistol in the achievement image for New Kid References Non-game de:10-mm-Pistole (Fallout: New Vegas) es:Pistola de 10 mm (Fallout: New Vegas) ru:10-мм пистолет (Fallout: New Vegas) uk:10-мм пістолет (Fallout: New Vegas)
10mm pistol (Fallout 2)
The Colt 6520 10mm pistol is a small gun in Fallout 2. Background Characteristics The pistol is a solid tool in the early game, commonly carried by raiders, trappers, and other characters, while offering plentiful ammunition. It is a strict upgrade from the pipe rifle found at Vic's, but due to the much broader selection of weapons in general, stronger alternatives become available very soon. Comparison Locations - Sajag in Klamath Downtown can sell them. - One is on the body of a trapper in the rat caves below Klamath. From Keeng Ra'at's chamber, head north to an inlet on the right side of the rock wall. - Many slavers use them. - Carried by Iguana Eater. - One in a locked desk in Vault City's amenities office. - One in a desk in the bedroom of the Parlor Room in Vault City. - One in a footlocker on level 3 of Vault 8. - One in a bookcase in a room in Desperado, upstairs. - One in a bookcase in a locked room in the Shark Club, second level. - One in Mrs. Bishop's safe on the third level of the Shark Club. - One in a bookcase in a back room at Wright Estate. Appearances The Colt 6520 10mm pistol appears in Fallout 2. Behind the scenes Sounds Gallery 10mm pistol amenities office.jpg|Amenities office 10mm pistol Parlor Room.jpg|Parlor Room Ammo footlockers Vault 8 l3.jpg|Vault 8, level 3 10mm pistol Desperado.jpg|Desperado, upstairs Shotgun Shark Club 2nd level.jpg|Shark Club, upstairs Mrs. Bishops safe Shark Club.jpg|Leslie Anne Bishop's safe Lighter Wright Estate.jpg|Wright Estate References Non-game es:Pistola de 10 mm (Fallout) pl:Colt 6520 10mm ru:Пистолет 10 мм (Fallout) uk:Пістолет 10 мм (Fallout) zh:10mm手槍 (Fallout)
10mm pistol (Fallout 3)
The 10mm pistol, officially the N99 10mm pistol, is a small gun in Fallout 3. Background Characteristics 10mm pistol expanded The pistol uses 10mm ammunition, commonly found in Washington, D.C. and the surrounding Capital Wasteland. It is similar to the Colt 6520, which is more common on the West Coast. It is also the first actual gun available in the game and can be found in many other places around the game world. This weapon can be used to repair the silenced 10mm pistol and Colonel Autumn's 10mm pistol. Durability The 10mm pistol can fire a total of about 556 rounds, the equivalent of 47 reloads, from full condition before breaking, an amount roughly half of what the Chinese pistol can fire. Variants - Silenced 10mm pistol - While not unique, the silenced 10mm pistol is a suppressed version of this weapon. Although weaker, it does not give away its user's position when fired while sneaking. - Colonel Autumn's 10mm pistol - Carried by Enclave Colonel Augustus Autumn, the colonel's 10mm pistol is nearly twice as powerful as the regular version. - Butch's 10mm pistol - A unique pistol used by Butch DeLoria when acting as a companion. - - A unique pistol found on Sonora Cruz. It deals 100 damage, but Sonora always flees from enemies and never uses her pistol. - - A sim-only version of the weapon which has been re-skinned to appear newer and less worn. It also differs in health, with a whopping 999,150 hit points, essentially preventing the gun from ever degrading. This weapon is not normally accessible outside of the simulation. - - Another version of the weapon that was cut from the Operation Anchorage add-on, it differs from the standard 10mm pistol in appearance only, using the same new skin as the sim only version. Comparison Locations - This is the first real gun available in-game, as Amata offers one to the Lone Wanderer at the beginning of the quest Escape!, who can then choose to accept it or tell her to keep it. The pistol is also in perfect condition and will be useful to low-level player characters. It belongs to her father, who she stole it from. - It is found in large quantities throughout the Capital Wasteland, as low and medium level raiders and wastelanders often use the weapon. - It can be found in many random safes throughout the wasteland, mostly Easy locked ones. - Amata will carry one into the wastes if the player chooses to drive everyone out of Vault 101, after the quest Trouble on the Homefront. - Officers Wilkins, Richards, O'Brian, Taylor, and Gomez all carry the 10mm pistol. - Four in Rivet City's bridge tower armory. - Two on the shelf in the Utility tunnels. - Alphonse Almodovar will carry one during the quest, Trouble on the Homefront. - Millicent Wellington will use a 10mm pistol to kill her husband Edgar Wellington II if shown the love letter. - Bannon, Birch, Colin Moriarty, the ghoul scientist, Greta, Jason, Jessica, Joe Porter, Machete, Nathaniel Vargas, Pappy, Initiate Pek, Sonora Cruz, Ted Strayer, Weston Lesko and Winthrop all use the 10mm pistol. - One is found inside the abandoned house in Grayditch, next door to the Brandice's house. - Two can be found in the National Guard depot's armory. - Paladin Hoss carries one. - Occasionally carried by smugglers. Bugs The textures for the 10mm pistol's magazine may sometimes be replaced with a texture sheet of the whole weapon. Sounds Gallery FO3 items concept art.jpg|Concept art by Liquid Development FO3 10mm Pistol.JPG|Concept art Frag grenades Utility tunnels.jpg|Utility tunnels References de:10-mm-Pistole (Fallout 3) es:Pistola de 10 mm (Fallout 3) fi:10mm pistol (Fallout 3) fr:Pistolet 10mm (Fallout 3) pl:N99 10mm (Fallout 3) pt:10mm pistol (Fallout 3) ru:10-мм пистолет (Fallout 3) uk:10-мм пістолет (Fallout 3)
10mm pistol (Fallout 4)
The 10mm pistol is a weapon in Fallout 4. Background Characteristics The 10mm pistol is one of the first weapons found inside Vault 111 (after the security baton), located in the overseer's office. The pre-War pistol does reasonable damage.Boston Airport terminal entries; supply depot terminal; Outgoing Supply Order RQR-2200 It also allows for a fair amount of modifications that further emphasizes its versatility. However, despite being provided with a substantial amount of ammunition in Vault 111, ammunition in the early portions of the game afterward is rare. Weapon modifications The AP modifiers seen below may be deceptive: the weapon's base AP cost is 28, but because it is impossible to modify this by less than 20% (-10% each from grip and barrel), the standard gun will never obey this. However, any modifiers to AP are relative to 28, so ex. a net 25% AP reduction results in a 21 AP cost gun. Receivers= |-| Barrels= |-| Grips= |-| Magazines= |-| Sights= |-| Muzzles= Variants - Wastelander's Friend - Gen-4 10mm pistol - Classic 10mm pistol - Ultimatum Locations - Can be bought from most weapon vendors and usually from general traders. - In a house south of Back Street Apparel, top floor, next to a skeleton. - Two in the Bridgeway Trust, next to skeletons. - One at the Coast Guard pier, in a cabinet near the cells. - Three in The Dig, near skeletons. - One in a small room below the stands at Easy City Downs. - One carried by Timothy in the Escaped Synth random encounter. - One in the Fort Hagen Command Center, near the Fat Man. - One in the Holy Mission Congregation, in the lectern. - In a house north of Jamaica Plain, next to a skeleton. - One at the Garden terrace, at the top of a scaffolding under the overpass. - Hub 360, in the DIA cache that may be accessed from a side alley fire escape and collapsed building debris. - One on the ground next to Hugo, in Hugo's Hole. - On a table near the reception desk at Kendall Hospital, and one in a weapons holder. - One in the sewer system in the west of Longneck Lukowski's Cannery. - One on the Mass Fusion containment shed's roof. - On the floor next to a mattress to the north inside the Massachusetts State House. - One on a table next to the executive terminal in Med-Tek Research, another one on a table near a security terminal. - Three in the Med-Tek sub-levels behind a locked gate opened with the cell block terminal. - Monsignor Plaza, in a closed curio in the upstairs gun shop. - One in what used to be a building in construction, to the north of Old Granary Burying Ground, on a ledge high up. - One on a table at Nahant Sherrif's Department, next to Eddie Winter holotape 5. - Sanctuary Hills, in the shower in the second house on the righthand side when approaching from Vault 111. Further 10mm pistols will usually be found in Sanctuary as random leveled loot. - One in a concrete pipe to the south of Slocum's Joe Corporate HQ. - In an Advanced locked safe in Slocum's Joe Corporate HQ. - One on a red container floating in the water, north of Spectacle Island. - One near a dead feral ghoul in Suffolk County Charter School, near the map's center. - One in a room in the parking garage west of the Super Duper Mart. - One in the University Credit Union, next to a skeleton near the entrance. - Vault 111, in the overseer's office. One will be on the desk and another will be on a shelf next to the case containing the Cryolator. - Two in a bottleneck area to the northwest in Vault 75. - One on a metal table near the Gunner commander in the west area. - One in a house with a green door, to the south in West Everett Estates. - Two in the Yangtze's armory below decks. - Wicked Shipping Fleet Lockup, by a skeleton in the southernmost building. - One in the hand of a skeleton at a small barn northeast of Aldersea Day Spa. - One in Harbor Grand Hotel, on a bed with a skeleton, near the safe room terminal. Another next to Franny's skeleton nearby. - One in a red container on the MS Azalea. - One in Vim! Pop factory's factory section, near the elevator to the basement. Notes - Despite the long barrel modification being considered the "standard" for the weapon, the majority of 10mm pistols spawned in the world use the short barrel, similar to the .44 pistol and the Deliverer. - The two 10mm pistols found in Vault 111 both share a rare quality, in that whenever they are picked up, they will automatically be equipped, replacing the currently equipped weapon. This occurs even if the weapons are modded and renamed. - The Brotherhood of Steel refers to the pistol as the "10mm combat pistol" in a supply requistion. - In the Fallout TV series, various scenes feature a live-action prop recreation of this 10mm pistol. Bugs When the standard magazine mod is detached from a weapon, that mod cannot be re-attached to any 10mm pistol (including the one it came from). In order to remove a different magazine type off a 10mm pistol, either a new standard magazine must be crafted, or a different magazine type must be swapped on to the pistol in order to obtain the desired magazine mod. Gallery FO4 10mm pistol V1.png|Modifications: long light barrel, standard grip, standard magazine, reflex sight Silenced 10mm automatic fo4.png|Modifications: long light barrel, comfort grip, large magazine, suppressor FO4 10mm pistol V2.png|Modifications: long ported barrel, comfort grip, standard magazine, reflex sight, compensator 10mm long barrel.png|Modifications: long barrel, sharpshooter's grip, standard magazine, standard sights FO4 10mm pistol V3.png|Modifications: long ported barrel, sharpshooter's grip, standard magazine, recon scope, suppressor 10mm pistol Back Street Apparel.jpg|south of Back Street Apparel 10mm pistol Bridgeway Trust.jpg|Bridgeway Trust Coast Guard hat CGP4.jpg|Coast Guard pier 10mm pistol1 The Dig.jpg|The Dig 10mm pistol2 The Dig.jpg|The Dig 10mm pistol3 The Dig.jpg|The Dig 10mm pistol Easy City Downs.jpg|Easy City Downs 10mm pistol FH Command Center.jpg|Fort Hagen Command Center 10mm pistol garden terrace.jpg|Garden terrace, scaffolding DIA cache Hub 360.jpg|Hub 360 10mm pistol HM Congregation.jpg|Holy Mission Congregation 10mm pistol Hugo's Hole.jpg|Hugo's Hole 10mm pistol Jamaica Plain.jpg|Jamaica Plain 10mm pistol desk Kendall Hospital.jpg|Kendall Hospital 10mm pistol Kendall Hospital.jpg|Kendall Hospital 10mm pistol LL Cannery.jpg|Longneck Lukowski's Cannery 10mm pistol MF containment shed.jpg|Mass Fusion containment shed 10mm pistol M State House.jpg|Massachusetts State House 10mm pistol Med Tek Research.jpg|Med-Tek Research 10mm pistol table Med Tek Research.jpg|Med-Tek Research 10mm pistol Med-Tek sublevels.jpg|Med-Tek sub-levels 10mm pistol Monsignor plaza.jpg|Monsignor Plaza FO4 Nahant Sheriff's Department EW holotape 5.jpg|Nahant Sherrif's Department 10mm pistol Old Granary BG.jpg|North of Old Granary Burying Ground 10mm pistol Slocums Joe HQ.jpg|South of Slocum's Joe Corporate HQ Slocum's Buzzbites recipe.jpg|Slocum's Joe Corporate HQ 10mm pistol Spectacle Island.jpg|North of Spectacle Island 10mm pistol SC charter school.jpg|Suffolk County Charter School 10mm pistol Super Duper Mart.jpg|Super Duper Mart. parking garage 10mm pistol University Credit Union.jpg|University Credit Union 10mm pistol desk Vault 111.jpg|Vault 111 10mm pistol Vault 111.jpg|Vault 111 10mm pistol Vault 75.jpg|Vault 75 10mm pistol table Vault 75.jpg|Vault 75 10mm pistol WE Estates.jpg|West Everett Estates 10mm pistol Wicked Shipping FL.jpg|Wicked Shipping Fleet Lockup Frag mines Stealth Boy Yangtze.jpg|Yangtze 10mm pistol NE of Aldersea Day Spa.jpg|Northeast of Aldersea Day Spa 10mm pistol Harbor Grand Hotel.jpg|Harbor Grand Hotel 10mm pistol MS Azalea.jpg|MS Azalea 10mm pistol1 Vim Pop factory.jpg|Vim! Pop factory Art of_Fallout_4_10mm_pistol.jpg|From The Art of Fallout 4 FO4 10mm pistol loading screen.jpg|Loading screen slide References Non-game de:10-mm-Pistole (Fallout 4) es:Pistola de 10 mm (Fallout 4) ru:10-мм (Fallout 4) uk:10 мм (Fallout 4)
10mm pistol (Fallout 76)
The 10mm pistol is a ranged weapon . Characteristics This highly-modifiable pistol may be configured to fire automatically or fitted with a suppressor. Many wastelanders depend on the moderate stopping power of this staunch sidearm.Easily modified, reliable, and packing decent stopping power, the 10mm Pistol is one of the most trusted sidearms in the Wasteland for a reason.(Fallout 76 loading screen hints) Like its name suggests, the 10mm pistol may be chambered for either 10mm rounds or 10mm ultracite rounds. This lightweight weapon has a low base AP cost, meaning that it is not penalized as heavily when equipped with a scope. Although the majority of its modifications are accessible in the early game, this ballistic weapon remains trustworthy even against the mightiest of mutants or other hostile creatures in the wasteland. Crafting Weapon modifications Receiver= |-| Barrel= |-| Grip= |-| Magazine= |-| Sights= |-| Muzzle= |-| Appearance= Variants - Anti-Scorched training pistol - Quest reward from Into the Fire. - Circuit Breaker - Rank 35 season reward from The Big Score. Locations - On the second level of Camp McClintock. - A 10mm auto pistol can be found on a couch on the second level of New Gad. - Inside Sam Blackwell's bunker, in the private office, in the namesake's skeletal hands. - Between some benches on the inside of Watoga Station, next to a skeleton. - A 10mm auto pistol can be found next to the skeleton of a soldier in the basement of the Brown House. - Randomly dropped by Scorched armed with ranged weapons. - As of patch 46, players exit Vault 76 with one in their inventory and the ammo for it. Notes - This gun can no longer spawn or be crafted at level 5. All level 5s are legacy content. Bugs Prior to Fallout 76 patch 1.7.0.23, the tweaked automatic receiver was affected by Gunslinger rather than Guerrilla.001F6612 didn't add WeaponTypeAutomatic keyword. Gallery Resistance_10mm_Pistol2.jpeg|Resistance paint Resistance_10mm_Pistol3.jpeg|Resistance paint Atx playericon weapon 03.webp|Player icon References fr:Pistolet 10 mm (Fallout 76) ru:10-мм
10mm pistol (Fallout Shelter)
The 10mm pistol is a weapon that appears in Fallout Shelter. Background Characteristics The 10mm pistol is a semi-automatic magazine loading handgun featured in Fallout Shelter. Dealing a minimum of 2 damage per attack, it has the second lowest minimum damage output for handguns in the game, just above the .32 pistol and its variants. In Fallout Shelter: The Board Game it increases your rolls when fighting by one, but unlike most similar item cards does not require you to exhaust (tap) the card, allowing its use multiple times. Variants - Rusty 10mm pistol - Enhanced 10mm pistol - Hardened 10mm pistol - Armor piercing 10mm pistol - Lone Wanderer - Amata's pistol Comparison Locations - Found by dwellers exploring the wasteland - Found on quests - Found in lunchboxes - Craftable in a weapon workshop Crafting A high Agility stat is needed to effectively create the 10mm pistol. Notes According to the game description of the 10mm pistol, it is the most commonly used handgun in the wasteland. Gallery FoS 10mm pistol card.png|10mm pistol card FOSBG10mm.jpg|10mm pistol card from Fallout Shelter: The Board Game References Non-game de:10-mm-Pistole (Fallout Shelter) es:Pistola de 10 mm (Fallout Shelter) ru:10-мм пистолет (Fallout Shelter) uk:10-мм пістолет (Fallout Shelter)
10mm pistol (TV series)
A close-up of the gun by Lucy's foot in "The Ghouls" The unnamed 10mm pistolIn-game name in Fallout 4 is a weapon used by various characters . Characteristics The gun sitting in Lucy's hip holster The 10mm pistol is a semi-automatic sidearm created before the Great War, known for its ubiquity and versatility, and available to both government and civilian clients. Unlike the Colt 6520 10mm pistol, carried only by the Brotherhood of Steel in the TV series, this model is seen used by various factions, including non-power armored Brotherhood officers, Enclave soldiers, and even organ harvesters. In the TV series The Target Enclave soldiers carrying the gun An Enclave soldier is seen wielding a 10mm pistol in his holster. The Head Brotherhood officers carrying the pistol As Petty Officer Shortsight makes contact with Maximus, posing as Knight Titus, a Brotherhood officer is seen with the 10mm pistol in his holster. The Ghouls Lucy holding the pistol in front of the Ghoul Organ harvester Squirrel is shown to have a 10mm pistol in his gun holster, and he tries to use it against the newly released, feral ghouls, but dies before ever being able to use it. Lucy then picks up his gun and uses it to shoot Martha to death. She'd be seen carrying it when she leaves the Super Duper Mart and delivers the vials to the Ghoul. The Past Maximus uses Lucy's pistol to kill the fiends at the bridge Lucy continues to carry the 10mm pistol throughout the episode. During a confrontation with Rink and Javin, Maximus uses it to kill the two fiends. She is later seen wielding it while entering the Hawthorne Medical Laboratories facility, though it is taken from her while she and Maximus are staying in Vault 4. The Beginning Dane with the pistol in the Brotherhood armory Scribe Dane is briefly seen holding a 10mm pistol. During the Brotherhood's invasion of the NCR base, Griffith Observatory. Petty Officer Shortsight is seen wielding a 10mm pistol and points it at the Ghoul when he confronts him and the Brotherhood Knights. Behind the scenes - This pistol is based closely on the version originally appearing in the Fallout 4 video game. Gallery FoTV Fo4 10mm pistol The Ghouls SDM.jpg FoTV Fo4 10mm pistol The Past Lucy.jpg FoTV Fo4 10mm pistol The Beginning Shortsight.jpg See also - Colt 6520 10mm pistol (TV series) - another 10mm pistol model appearing in the series External links - Fallout - Season 1 in the Internet Movie Firearms Database References category:Fallout TV series weapons
10mm pistol extended mags
The 10mm pistol extended mags is a weapon mod sold in Fallout: New Vegas. Effects This mod increases the ammunition capacity of the 10mm pistol by 4 rounds, from 12 to 16. Location Sold by: - Alexander, 188 Trading Post - Arms merchant, 188 Trading Post - Blake, Crimson Caravan Company - Cliff Briscoe,in the Dino Bite gift shop at Novac - Dale Barton, The Fort - Great Khan armorer, Great Khan armory near Red Rock Canyon - Vendortron, Gun Runners kiosk Notes Prior to patch 1.3.0.452, the 10mm extended mags were only worth 250 caps. Bugs Attaching this to the weathered 10mm pistol produces no cosmetic effect but the weapon still holds 16 rounds. Gallery 10mm pistol with extened mag.png|10mm pistol with the extended magazine modification Generic weapon mod image.png|Weapon mod case de:10-mm-Pistole: Erw. Magazin ru:Увеличенный магазин для 10-мм пистолета
10mm pistol laser sight
The 10mm pistol laser sight is a weapon mod sold in Fallout: New Vegas. Effects This mod decreases spread by 0.4 points and adds an aesthetic red laser sight effect. This brings the 10mm's spread to a total of 0.4, instead of the normal 0.8. A laser line will be emitted from the mod but may be hard to see while in the 3rd person view during daytime, or with lower quality settings. Locations Sold by: - Alexander, 188 Trading Post - Arms merchant, 188 Trading Post - Blake, Crimson Caravan Company - Cliff Briscoe, in the Dino Bite gift shop at Novac - Dale Barton, The Fort - Great Khan armorer, Great Khan armory near Red Rock Canyon - Vendortron, Gun Runners kiosk Notes Prior to patch 1.3.0.452, the laser sight was only worth 250 caps. Bugs - The laser may disappear from the weapon upon holstering the gun. Often during this time you will be unable to aim down the sights as the gun will disappear when you press the aim button. This can be fixed by unequipping the pistol and re-equipping it again. Also you can try entering and exiting an area with the gun holstered. - After the patch that fixed the above glitch the mod will not appear on the weathered 10mm pistol, but the decreased spread effect still applies. Gallery 10mm pistol with laser sight.png|10mm pistol with the laser sight modification Generic weapon mod image.png|Weapon mod case de:10-mm-Pistole: Ziellaser ru:Лазерный прицел для 10-мм пистолета
10mm pistol silencer
The 10mm pistol silencer is a weapon mod for the 10mm pistol and the weathered 10mm pistol in Fallout: New Vegas. Effects The 10mm pistol silencer dampens the noise caused by the weapon, which aids in remaining hidden while shooting. Locations Sold by: - Alexander, at the 188 Trading Post. - Arms merchant, at 188 Trading Post. - Blake, Crimson Caravan Company. - Cliff Briscoe, in Dino Bite gift shop, at Novac. - Dale Barton, The Fort. - Great Khan armorer, the Great Khan armory near Red Rock Canyon. - Vendortron, Gun Runners kiosk. Notes Prior to patch 1.3.0.452, the 10mm silencer was only worth 250 caps. Gallery 10mm pistol with silencer.png|10mm pistol with the silencer modification Generic weapon mod image.png|Weapon mod case de:10-mm-Pistole: Schalldämpf. ru:Глушитель для 10-мм пистолета
10mm round (Fallout: New Vegas)
The 10mm round is a type of ammunition in Fallout: New Vegas. Characteristics A medium caliber, high velocity auto-pistol round manufactured before the Great War. Production Standard and JHP 10mm rounds can be crafted at a reloading bench. A single cartridge requires the following ingredients: Breakdown Breaking down a standard 10mm round yields: Weapons using this ammunition - 10mm pistol - Weathered 10mm pistol - 10mm submachine gun - Sleepytyme - Shoulder mounted machine gun Variants 10mm, hollow point Hollow point bullets mushroom and break up on impact, causing massive trauma on fleshy, unarmored targets. However, this also means they break up when they hit things like armor plate, drastically reducing the bullet's penetrating power. 10mm, JHP (hand load) A jacketed hollow point is a round designed with a harder outer metal coating with a hollowed cavity tip. The result is higher stopping power and wound trauma with increased armor penetration when compared to standard hollow point rounds, but inflict slightly less damage. Comparison Locations - A large number can be found in Vault 34 and on the ghouls that inhabit the vault. - Quartermaster Bardon at Hoover Dam will stock extremely large numbers of this ammunition, usually over 2000 regular rounds and over 100 hollow points. - The Great Khan armorer will also stock large amounts, usually over 1000. - Usually stocked in high amounts by the Vendortron at the Gun Runners. - Cliff Briscoe at the Dino Bite gift shop in Novac randomly stocks regular and hollow point rounds. Notes The static object for the ammunition box reads "50 CENTER FIRE CARTRIDGES." Gallery FNV 10mm Bullet.png|10mm bullet compared to a .22LR bullet FNV 10mm bullet.png|Profile shot es:Cartucho de 10mm (Fallout: New Vegas) ru:10-мм патрон (Fallout: New Vegas)
10mm round (Fallout 3)
The 10mm round is a type of ammunition . Characteristics It is the most common type of ammunition in the Capital Wasteland, with the second most common being the .32 caliber round. The weapons that use such ammunition are also common, and there are many different types of guns with different statistics that use them, making 10mm rounds very useful. Made by Circle G, it comes in ammunition boxes of 12 rounds. Weapons using this ammunition - 10mm pistol - Silenced 10mm pistol - Colonel Autumn's 10mm pistol - Chinese pistol - Zhu-Rong v418 Chinese pistol - 10mm SMG - Sydney's 10mm "Ultra" SMG - Lever-action rifle - Backwater rifle - Test gun Locations - Five ammunition boxes in Dr. Lesko's lab in Marigold station. - Four boxes in a military truck in front of the National Guard depot. - Three boxes at the abandoned car fort. - Three boxes in Flak 'N Shrapnel's in the Rivet City market. - Three boxes at Lock and Load in Paradise Falls. - Three boxes in the northern shack in Evergreen Mills. - Three boxes in the Super-Duper Mart, on the counter behind the terminal opening the storage room. Notes - The Lone Wanderer is given a 10mm pistol, along with 36 rounds for it, if the right dialogue options are chosen during the quest Escape! - The Pip-Boy icon for 10mm rounds and the ammo clip model loaded into the Chinese pistol depict 10mm rounds as bottlenecked cartridges, but other game's appearances of the ammunition, as well as the magazine textures for the 10mm submachine gun, show the cartridges as having a straight case. Gallery Fo3 10mm round Chinese pistol.png|10mm ammunition loaded into the Chinese pistol FNV_10mm_bullet.png|Fired bullet es:Cartucho de 10 mm (Fallout 3) fi:10mm it:Munizioni da 10mm ru:10-мм патрон (Fallout 3) uk:10-мм патрон (Fallout 3)
10mm round (Fallout 4)
10mm Auto (simply 10mm round in-game) is a type of ammunition for use in pistols . Characteristics The 10mm round is one of the most common types of pistol ammunition found in the Commonwealth along with the .38 round. It is the first ammunition encountered by the Sole Survivor while finding the 10mm pistol in Vault 111. Commonly used by raiders, Gunners and Triggermen, the 10mm ammo's persistence is explained by its bulk manufacture by Circle G before the Great War, which is linked with the large-scale manufacture of 10mm pistols. Generally owned by members of the army, private armies and for self-defense purposes in the pre-War era, 10mm ammo deals moderate damage and has a very low armor piercing potential. Crafting Weapons using this ammunition - 10mm pistol - Wastelander's Friend - Deliverer Locations - 6 boxes can be found throughout Vault 75. - 4 boxes of ammunition can be found in the lockup at Coast Guard Pier. - 4 individual bullets can be seen sitting on a tray on Proctor Teagan's requisitions counter on board the Prydwen. - 4 boxes can be found in the overseer's office in Vault 111. - In Thicket Excavations, a box can be found on the desk near the terminal entries, after completing Pull the Plug. - At the Gunners camp located to the southwest of Walden Pond, a box can be found under the wooden structure on which one of the MK I turrets are placed. - Easily found in any ammo box. - Sold by various vendors throughout the Commonwealth. Notes - This type of ammunition is the only one that can be found in Vault 111, the exception being cryo cells contained in the Cryolator. - The bullets in-game appear to be hollow points. Gallery FO4 10mm .38 round model.png es:Bala de 10 mm fr:Cartouche 10mm (Fallout 4) ru:10-мм патрон (Fallout 4) uk:10-мм патрон (Fallout 4)
10mm round (Fallout 76)
10mm Auto (simply 10mm round in-game) is a type of ammunition . Characteristics The 10mm round offers modest damage and low amounts of armor piercing potential. The 10mm is a common caliber type for pistols and submachine guns in the post-War United States. Crafting - Standard 10mm rounds - Ultracite 10mm rounds Weapons using this ammunition - 10mm pistol -- Anti-Scorched training pistol - Unique 10mm pistol, quest reward for Into the Fire. - 10mm submachine gun -- Perfect Storm - Unique 10mm submachine gun, quest reward for Cold Case. - Crusader pistol Locations - Crafted at a tinker's workbench. - Purchased at an Ammo Converter at rate of 24 rounds of standard 10mm for 150 AmmoPoints. - Can be found at the Marksman course at Camp McClintock. - Dropped sometimes by feral ghouls. - Some vendors may sell this ammunition. - Sold by ammunition vending machines. Notes With the Ammosmith perk or Ammo Factory legendary perk, the crafted amount of rounds increase incrementally, coinciding with the perk's added percentages, crafting more rounds for the same amount of materials. Gallery F76 Clarksburg P 2.png|Poster advertising 10mm ammo File:FO4 10mm .38 round model.png|Singular 10mm round ru:10-мм патрон (Fallout 76)
10mm submachine gun
The 10mm submachine gun (10mm SMG) is an automatic weapon chambered in 10mm rounds. Models 10mm SMG 10mm SMG (Fallout) Commonly considered to be one of the finest weapons in the world, the Heckler & Koch MP9 submachine gun fires the powerful 10mm ammunition. Although the single shot is comparable to the Colt 6520, the MP9 truly shines in burst and fully automatic modes. Coupled with the compact design, sturdiness, and light weight, it becomes a powerful asset in the hands of anyone in the wasteland. Consequently, it is highly popular among people requiring a powerful but compact source of firepower with low maintenance requirements.Vault Dweller's Survival Guide p.5-16:"One of the finest weapons in the world. The H&K MP9 is a solid submachine gun, capable of single or burst mode attacks. The single shot is acceptable, comparable to the 6520 pistol, but the burst mode is spectacular! The MP9 is easy to control, and spews 10mm death like no other firearm in it’s size category." 10mm submachine gun 10mm submachine gun (Fallout 3) 10mm submachine gun 10mm submachine gun (Fallout 76) Gallery 10mm SMG.png|(Fallout 3/New Vegas) Sleepytyme.png|Sleepytyme (Gun Runners' Arsenal) FO76 10mmSMG BigStock.png|(Fallout 76) Perfect Storm.png|Perfect Storm (Fallout 76) Old Guard's 10mm SMG.png|Old Guard's 10mm SMG (Fallout 76) F76 10mm smg front sight.png|Unused front sight (Fallout 76) Vault 13 GURPS promo.gif|Pre-release material (Fallout) References Non-game ru:10-мм пистолет-пулемёт
10mm submachine gun (Fallout: New Vegas)
The 10mm submachine gun is a weapon . Background Characteristics 10mm submachine gun expanded A one-handed, magazine-fed 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. Modifications - 10mm submachine gun extended magazines - +10 rounds per magazine. - 10mm submachine gun recoil compensator - reduces spread by 1. Variants - Sleepytyme - a unique variant with a pre-installed suppressor/compensator sold by Vendortron at the Gun Runners. Comparison Locations - Boulder City - Inside the ruins. - Red Rock Canyon - Several Great Khans, especially the ones who traveled from Boulder City, may have 10mm SMGs. - Gun Runners - The Vendortron sells them. - The Tops, New Vegas - Can be found inside a safe in the Penthouse Suite. - Vault 34 - Multiple 10mm SMGs can be found within the vault armory and the vault itself. - Can be bought from various merchants and traders throughout the Mojave Wasteland. - Occasionally found on NCR troopers patrolling the Mojave. - One of Andy Scabb's thugs carries one. - Sometimes found on Caesar's Legion soldiers, most reliably on the route to Novac. - Found from time to time on Viper gunslingers. - Many Kings gang members carry this weapon. - Fiends may carry 10mm SMGs, such as in Vault 3. - Nelson - Dead Sea carries one. - Some tribals in Zion will carry this. - Sometimes found on lobotomites, though mostly at mid levels. Notes 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."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) Gallery 10mm submachine gun.jpg 10mm SMG with extended mag.png|Extended magazine modification 10mm SMG with recoil comp.png|Recoil compensator modification 10mm SMG with extended mag and recoil comp.png|Both modifications 10mm SMG CA1.jpg|Concept art by Adam Adamowicz SprayPray.png|10mm SMG in the perk image for Spray and Pray HotBlooded.png|10mm SMG in the trait image for Hot Blooded Up and Comer.png|10mm SMG in the achievement image for Up and Comer Lead Dealer.png|10mm SMG in the achievement image for Lead Dealer References Non-game de:10-mm-Maschinenpistole (Fallout: New Vegas) es:Subfusil ametrallador 10mm (Fallout: New Vegas) ru:10-мм пистолет-пулемёт (Fallout: New Vegas) uk:10-мм пістолет-кулемет (Fallout: New Vegas)
10mm submachine gun (Fallout 3)
The 10mm submachine gun (SMG) is a small gun in Fallout 3. Characteristics 10mm submachine gun expanded With a fully automatic rate of fire and a 30-round magazine, the SMG is effective against wildlife and unarmored humans. 10mm ammo for the weapon is one of the most plentiful in the game and the SMG is also quite common, making it easy to repair. However, it suffers from poor accuracy due a high spread, making it ineffective at longer ranges. Given the aforementioned frequency of 10mm ammo, it makes for an acceptable secondary weapon regardless. 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, which essentially prevents the gun from ever degrading, well over 1500 rounds of ammunition can be fired without it degrading 1%. 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 Locations - Three in Fort Constantine's bomb storage, behind a Very Hard locked door. - There are many SMGs in the National Guard depot in low condition. - Several SMGs can be found inside the L.O.B. Enterprises building in low condition. There's one in the main floor's cafeteria, one on a box in the East Wing, and several in the Archives section. - Rivet City security exclusively carry 10mm SMGs. - Occasionally carried by Brotherhood paladins and knights, as well as Brotherhood Outcasts. - Many slavers carry this weapon. They can be found at the Lincoln Memorial or Paradise Falls. - Raiders may sometimes be armed with an SMG (especially at higher levels). - Doc Hoff, Dukov, the child slaver, Michael Masters, Murphy and Robert all carry a 10mm SMG. - Two on a table in a raider camp near the Tenleytown/Friendship station entrance. Notes - The spent casing world objects ejected by the 10mm submachine gun and 10mm pistol is named "45CalCasing.NIF" in the game's files. - Sound files used by the 10mm SMG are named "wpn_pistol22_fire", although no .22 caliber pistols exist in Fallout 3. Gallery 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 10mm SMG 10mm SMG CA1.jpg|Concept art by Adam Adamowicz Frag grenades Fort Constantine BS.jpg|Fort Constantine bomb storage Fo3 frag mines NGD armory.jpg|National Guard depot, armory Frag grenade raider camp TS.jpg|Near Tenleytown/Friendship station entrance es:Subfusil ametrallador de 10 mm (Fallout 3) fr:Pistolet-mitrailleur 10mm (Fallout 3) pl:Pistolet maszynowy 10mm (Fallout 3) pt:10mm SMG (Fallout 3) ru:10-мм пистолет-пулемёт (Fallout 3) uk:10-мм пістолет-кулемет (Fallout 3) zh:10mm衝鋒槍 (Fallout 3)
10mm submachine gun (Fallout 76)
The 10mm submachine gun is an automatic rifle . Characteristics The 10mm submachine gun is a very lightweight submachine gun that fires 10mm rounds as its name suggests. The weapon and ammo are both rather common, with crafting plans for the gun itself available from the Cold Case quest. 10mm submachine guns are capable of unleashing a spray of bullets at close range, though they lack the ability to fight more distant enemies. An unmodded 10mm submachine gun is also lighter and more powerful than its pistol counterpart. The weapon lacks a front sight however, forcing aiming to be done solely through the gun's rear sight aperture. The SMG has a built-in folding stock but can take mods for additional stocks. Crafting |-|Level 50= |-|Level 40= |-|Level 30= |-|Level 20= |-|Level 10= Weapon modifications |-|Receiver= |-|Barrel= |-|Stock= |-|Magazine= |-|Appearance= Variants - Perfect Storm - Quest reward from Cold Case. - Old guard's 10mm SMG - Quest reward from Duty Calls. - Anchorage Ace - possible reward for beating the Neurological Warfare boss fight. Locations - One can be found in the armory of the Fujiniya Intelligence Base, on a shelf behind a maglocked door. - One can be found in the sub-basement of the Hornwright Industrial headquarters, on a cabinet across from the stairs near the weapons workbench. - One can be found in the men's locker room at the indoor pool of Bolton Greens, sitting in front of the lockers past the doorway. - The crafting plans and the unique variant Perfect Storm are obtained as a reward for completing the quest Cold Case given by Miss Annie at Wavy Willard's Water Park. - The crafting plans can also be bought from vendor bots across Appalachia. - Can be picked up as loot from the Scorched (at later levels). Notes - This weapon lacks any form of a front sight despite one being present on images promoting Atomic Shop skins for the 10mm. - The 10mm SMG's design is visually very similar to the one from Fallout 3. - In first person view, the player holds the SMG by using their left hand to grip the magazine, but in third person it will hold onto the weapon's handguard. - Since the 10mm SMG doesn't derive its fully automatic fire from an automatic receiver mod, it doesn't receive the -50% action point cost that other rifles do. - The 10mm SMG is the only ballistic weapon capable of using a calibrated with fully automatic fire. Behind the scenes - There are two unused front sight rings models for the 10mm submachine gun in the game files. - Upon reaching the beacon during Into the Fire, players would have looted an anti-Scorched 10mm submachine gun from a nearby chest.0003363B - Property: LL_MTR06_10mmSMG_ScorchedKiller - ALST 26 ALST (Alias) 25 is the emergency beacon. Gallery F76 10mm smg front sight.png|Front sight (unused) FO76 10mmSMG BigStock.png|Modifications: stabilized short barrel, forceful stock, piercing magazine References ru:10-мм пистолет-пулемёт (Fallout 76)
10mm submachine gun (Nuclear Winter)
The 10mm submachine gun is a weapon in the Fallout 76 update Nuclear Winter. Characteristics A lightweight submachine gun in a specific configuration found exclusively in the Nuclear Winter mode. With a wide spray, 10mm submachine guns are more effective at close range, lacking the ability to fight more distant enemies. No other configurations are found in the Nuclear Winter mode. Weapon modifications While weapons and armor cannot be crafted or modified during Nuclear Winter matches, the 10mm submachine gun is found with the following modifications pre-attached; Locations The specific 10mm submachine gun variant is only found in the Nuclear Winter battle royale mode. Being an uncommon item, they may be found inside small supply crates alongside 10mm rounds. Notes - The name of the 10mm submachine gun found in Nuclear Winter isn't affected by modification prefixes. - The 10mm submachine gun uses modifications with the same names as those in Adventure mode but are separate entities created specifically for the Nuclear Winter game mode.
12-Point Buck
12-Point-Buck is an overseer quest and part of the Thrill of the Hunt multi-stage questline . Walkthrough On the ground floor on the side of the building is a trio of raiders. Heading down the elevator, towards the left are two groups of five raiders. The right side of the building is inaccessible from the ground and bottom floors. Heading up the elevator, there is a group of five radroaches, a group of three raiders, and the alpha deathclaw, accompanied by three other deathclaws. The player's dwellers will receive a lunchbox and a Mr. Handy box upon defeating these enemies. On the top floor, there is a group of three mole rats, followed by two separate groups of three raiders. From here, the elevator grants access to the right side of the building. One floor below is a group of three raiders who may drop a Nuka-Cola Quantum. On the bottom floor is one last trio of raiders. Quest stages Gallery FoS 12-Point Buck - location.JPG|Location FoS 12-Point Buck - rewards.jpg|Rewards Objectives 12 Point Buck.png|Objectives de:Harry Hirsch es:Ciervo de 12 puntas ru:Суперсамец uk:12-бальний самець
12.7mm SMG laser sight
12.7mm SMG laser sight is a weapon mod for the GRA 12.7mm submachine gun . Effects This mod decreases the spread of the GRA 12.7mm submachine gun by 0.4, from 2 to 1.6. Visually, this mod adds an aesthetic laser sight. Locations Sold by: - Vendortron, Gun Runners kiosk - Alexander, 188 Trading Post - Cliff Briscoe, Novac - Arms merchant, 188 Trading Post - Prospector merchant, Prospector's Den Bugs The laser seems to stay on when not in use, unlike the laser of the 10mm pistol, which turns off when the weapon is holstered. Gallery 12.7mm submachine gun 3.png|12.7mm submachine gun (GRA) with the laser sight modification GRA_NVDLC05Weap127mmSMGMod03.png de:12,7-mm-MP: Ziellaser es:Punto de mira de subfusil ametrallador 12.7 mm ru:Лазерный прицел для 12,7-мм ПП
12.7mm SMG stacked magazine
12.7mm SMG stacked magazine is a weapon mod for the GRA 12.7mm submachine gun . Effects This mod increases the magazine capacity of the GRA 12.7mm submachine gun by 6 rounds, from 21 to 27. This mod causes the magazine to extend further along the top of the weapon. Locations Sold by: - Vendortron, Gun Runners - Traveling merchants - Arms merchant, 188 Trading Post - Boomer munitions manager, Nellis Air Force Base in the mess hall & munitions storage building. Gallery 12.7mm submachine gun 2.png|12.7mm submachine gun (GRA) with the stacked magazine modification de:12,7-mm-MP Stapelmagazin es:Cargador lleno de subfusil ametrallador 12.7 mm ru:Увеличенный магазин для 12,7-мм ПП
12.7mm SMG suppressor
12.7mm SMG suppressor is a weapon mod for the GRA 12.7mm submachine gun . Effects This mod decreases the sound made by the weapon, making it easier to stay hidden while shooting. Locations Sold by: - Vendortron at the Gun Runners kiosk. - Alexander at the 188 Trading Post. - Lacey at the Mojave Outpost. Gallery 12.7mm submachine gun 1.png|12.7mm submachine gun (GRA) with the suppressor modification de:12,7-mm-MP: Schalldämpfer (ADW) ru:Глушитель для 12,7-мм пистолета-пулемёта (GRA)
12.7mm pistol
The 12.7mm pistol is a weapon . Background Characteristics 12.7mm pistol expanded The 12.7mm pistol fires and reloads like a 9mm pistol but does much higher damage. It has the third-highest base damage-per-second (DPS) value of any non-energy pistol in Fallout: New Vegas, bested only by A Light Shining in Darkness (144.4) and Lil' Devil (146.3) . The drawbacks are poor accuracy (it has the highest weapon spread of any pistol in the game, comparable to even some automatic weapons) and that it is not considered a holdout weapon. Durability The 12.7mm pistol has the same durability as the less powerful 10mm pistol; it can fire a total of about 395 standard rounds, the equivalent of 57 reloads, from full condition before breaking. Modification - 12.7mm pistol silencer - Silences the weapon. Variants - Li'l Devil - a unique variant sold by Mick at Mick & Ralph's in Freeside. Comparison Locations - Brewer's beer bootlegging - one has a chance to spawn in the gun cabinet near the cellar door, the key to the gun cabinet can be found under a Big Book of Science. - Gun Runners - it can be bought from Vendortron from level 11. - Hidden Valley bunker - it can sometimes be bought from Knight Torres. - Hoover Dam - Cassandra Moore carries one in poor condition and some NCR troopers carry them as well in average condition. - Fiends, Great Khans, Legionary assassins and NCR troopers are known to sometimes wield 12.7mm weapons. The 12.7mm pistols they use are usually in very poor condition. -- Great Khans - The best place to find Great Khans wielding them is in Red Rock Canyon. -- Caesar's Legion - They can be obtained from Legion soldiers at the Fort. Veteran legionaries and decani sometimes carry at them at high enough levels. -- NCR - the NCR troopers in the Hoover Dam visitor center and Hoover Dam offices carry these even at lower levels (level 7), also during the final assault on Hoover Dam, they can be seen wielding the weapon quite frequently. -- White Legs in Zion Canyon will carry them if the player character is at a sufficient level. - Bloodborne cave - there is one in the second chamber after the legendary night stalker, found in a group of mushrooms across from the dead NCR trooper. Behind the scenes - The 12.7mm pistol is a reimagining of the classic 14mm pistol from Fallout and Fallout 2, with the caliber changed from 14mm to 12.7mm, so that players would intuit its real life equivalent to the .50 AE. pistol cartridge. -- This pistol in New Vegas has its magazine loaded into the grip like most conventional handguns, such as the 9mm pistol, rather than being inserted into a well located ahead of the trigger as was the case with the Fallout and Fallout 2 version. - The files for the 12.7mm pistol's firing sounds refers it as "pistolhowda." A "howdah" often is the term used to describe a large-caliber, break-action pistol. -- Texture and mesh files name the 12.7mm as "booyah." Gallery FNV12.7mm Silencer.png|12.7mm pistol with the silencer modification 12_7mm_pistol.jpg 127mm pistol back shot.jpg 127mm pistol side shot.jpg References Non-game de:12,7-mm-Pistole es:Pistola de 12.7 mm ru:12,7-мм пистолет uk:12,7-мм пістолет zh:12.7mm手枪
12.7mm pistol silencer
The 12.7mm pistol silencer is a weapon mod for the 12.7mm pistol. in Fallout: New Vegas. Characteristics This mod reduces the sound of the 12.7mm pistol when fired, making it easier to remain hidden while shooting. Location Sold by: - Arms merchant, 188 Trading Post - Vendortron, Gun Runners Notes Prior to patch 1.3.0.452, the 12.7mm pistol silencer was only worth 100 caps. Gallery FNV12.7mm Silencer.png|12.7mm pistol with the silencer modification Generic weapon mod image.png|Weapon mod case de:12,7-mm-Pistole: Schalld. ru:Глушитель для 12,7-мм пистолета
12.7mm round
12.7mm rounds are a type of ammunition manufactured by Hauer Premium in Fallout: New Vegas. Characteristics The Hauer Premium Show Stopper 12.7mm civic defense round is a large pistol round. In essence, these rounds consist of a big flat bullet in a straight case, with a rebated rim.Why did you use .45-70 Govt and 12.7mm as top tier cowboy/pistol ammo and not .50 AE (direct progression from magnums) and 14mm (existing Fallout ammo) respectively? Was it to avoid confusion between AE and BMG?Joshua Sawyer: Yes, I didn't want people to be confused by having .50 AE (or whatever) and .50 MG. 12.7mm is effectively somewhere around .50AE/.50 Beowulf in terms of ballistics. .50AE has a rebated rim and would be inappropriate for use in a revolver (without moon clips) or lever-action rifle. .45-70 Gov't is a traditional lever-action round. When it debuted, it was a black powder cartridge, but in modern loadings, it's extremely powerful. There are a few rare revolvers that use it (BFR, Bison Bull). Coincidentally, one of them (the Bison Bull) was built in my home town, Fort Atkinson, WI.(Josh Sawyer Formspring answers)"If 12.7mm is suppose to be like .50 A/E, than why not name it as such? Also, was the BHP chosen for the 9mm pistol out of personal preference or another reason? I gotta say it's nice seeing a dev. who's very knowledgeable about firearms and ammunition.Joshua Sawyer: .50 AE is already a pretty niche cartridge and I didn't want non-gun people to be confused by .50 MG (essentially BMG) and another .50 round. It also keeps the "serious" handgun/SMG ammo in millimeters and the revolver/lever-action ammo in inches, which is nice for consistency. In my opinion, the BHP is a timeless design and its form is quite distinctive when compared to Fallout's 10mm pistols. Also, since I knew we weren't going to implement an M1911-style .45, the BHP-based 9mm design gives an extremely similar aesthetic (so similar that a lot of people assume it IS an M1911) while fitting into the 9mm/10mm/12.7mm semi-auto handgun progression in F:NV. RE: wildcat cartridges: I think F:NV already introduced enough niche/weird ammunition subtypes to keep the heads of non-gun people spinning for a full 100 hours of gameplay. I think wildcats go a big step beyond that. That said, Justin, Frank and I did engineer the ammo system to support a very large amount of specialty ammo types. I've seen people make 40mm buckshot and .50 MG Raufoss, so on the PC, it's very easy for modders to go nuts with .22 Cheetah or whatever other super niche stuff they want to do."(Josh Sawyer Formspring answers) While they have an identical bullet diameter to the .50 caliber rifle round, the much smaller case means it holds less powder and can be safely used in man-portable auto-loading weapons. Production Standard and JHP 12.7mm rounds can be crafted at a reloading bench. A single cartridge requires the following ingredients: Breakdown Breaking down a standard 12.7mm round yields: Weapons using this ammunition - 12.7mm pistol - Li'l Devil - 12.7mm submachine gun - 12.7mm submachine gun (GRA) - Survivalist's rifle Variants 12.7mm round, hollow point Hollow point bullets mushroom and break up on impact, causing massive trauma on fleshy, unarmored targets. However, this also means they break up when they hit things like armor plate, drastically reducing the weapon's penetrating power. 12.7mm round (junk) The Junk Rounds perk from the Dead Money add-on was at one point intended to create ammunition of a special subtype. Called "Junk" or "JNK", these rounds all provided the same modifiers regardless of caliber: 0.75x to Damage and 1.5x to Gun Condition. The rounds remain present in game code but are not placed in any locations, and if somehow obtained cannot be used in any weapons, even those chambered for the correct caliber. The presence of 12.7mm JNK rounds indicates that the perk was to provide a recipe for crafting 12.7mm rounds, though the final version of the perk does not include one. This may be similar to 12.7mm ammunition's initial absence from most merchant inventories and the lack of a crafting recipe for the ammunition. 12.7mm round, JHP hand load A new type of ammunition added with the add-on Gun Runners' Arsenal, JHP, or jacketed hollow point, use a metal-clad bullet that retains most of the damage bonus of ordinary hollow point rounds, but with a less severe armor penalty. Comparison Locations - Vendortron, sold when the Courier is at lower levels. - Knight Torres in the Hidden Valley bunker. - The arms merchant at the 188 Trading Post semi-regularly sells 12.7mm ammunition. - In the Bloodborne cave, 10-30 rounds - Two twelve round boxes, one by each 12.7mm weapon in the cave. - Daniel Contreras, Camp McCarran at fairly low levels. Sells in extreme amounts (2,000-3,000 at a time). - Cliff Briscoe in Novac will sell them when the player character is at higher levels. - Great Khans, Legionaries, and Fiends will occasionally carry some rounds. Especially Legionaries encountered with 12.7mm weapon. - Quartermaster Bardon at Hoover Dam will sell these in extreme amounts (1,000-3,000 at a time). - The Great Khan armorer will sell these in extreme amounts, from 500 to 3,000 rounds at a time. Notes - 12.7mm rounds could not be made at the reloading bench prior to patch 1.2.0.31x, and could not be broken down prior to patch 1.4.0.5xx. - 12.7mm rounds weighed 0.0064 units - one-tenth their current weight - prior to patch 1.4.0.5xx. - 12.7mm hollow point rounds have the same Pip-Boy image as .45-70 Gov't rounds, not the usual from the regular 12.7mm round. - The Pip-Boy icon for 12.7mm rounds depict pointed bottleneck rifle cartridges even though it is a pistol cartridge12.7mm is used in pistols and submachine guns and its bullet model is stubbed, proving it's not a large rifle round.. Gallery FNV 10mm bullet.png|12.7mm round in profile FNV 127mm Bullet.png|12.7mm round compared to .22LR round References Non-game de:12,7-mm-Patrone ru:12,7-мм патрон
12.7mm submachine gun
The 12.7mm submachine gun is a weapon . Characteristics 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 has a high damage-per-second but suffers from a small magazine capacity and a fairly large spread. Unlike most 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 most 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. Durability The 12.7mm submachine gun can fire a total of about 2,495 standard rounds, the equivalent of 119 reloads, from full condition before breaking. Modification - 12.7mm submachine gun silencer - Silences the weapon. Variant - 12.7mm submachine gun (GRA) - the more customizable variant added with the Gun Runners' Arsenal add-on. Comparison Locations - Bloodborne cave - behind a Very Hard-locked gate near a trunk holding just under 8,000 caps. There is a key to the booby-trapped gate lying by the campfire in the back of the cave. - Great Khans have been observed having the weapon on them in relatively low condition at higher levels. - Gun Runners - the Vendortron sells one. - Hidden Valley bunker - it can sometimes be bought from Knight Torres. - The Fort - it can be obtained from the veteran decani. Other high-ranking Legion members may carry one. - Commonly found on Legion vexillarius at higher levels. - At higher levels, this can be bought from various weapon merchants. - At higher levels, legionary assassins will carry this weapon. - Often used by the White Legs at higher levels. - Ulysses carries one. - Often carried by marked men at higher levels. Notes - The 12.7mm submachine gun is also one of only three fully automatic weapons which are capable of being silenced (the 12.7mm SMG suppressor is not to be confused with the 12.7mm submachine gun silencer, as they modify different weapons), the others being the silenced .22 SMG and Sleepytyme from Gun Runners' Arsenal. - The weapon's rear sight is actually located on the magazine, an unusual feature. - The 12.7mm SMG is one of few weapons that has its own unique reload animation. No other gun in the game shares its reload animation, nor does it have a unique counterpart. Behind the scenes The 12.7mm SMG's design is almost entirely fictional save for a couple of elements (such as the top-fed magazine) which were loosely inspired by the FN P90 and the KRISS Vector.J.E. Sawyer on Formspring:Question: "Yay for more Based on Z questions: Was the 12.7mm SMG based on any existing weapon or is it purely fictional?"Joshua Sawyer: "Pretty much pure fiction, though a couple of elements were loosely inspired by the P90 and Kriss Vector." Bugs - Although the weapon's value at 100% condition is 5,089, it can be repaired up to 5,096.- Sometimes, when firing in first person view, the bullets won't appear, but the ammo will be spent as normal.- After equipping the silencer, the weapon may only do damage when using V.A.T.S.- Sometimes, when looting 12.7mm submachine guns, they will be added into the inventory on top of one another. Sounds Gallery 12.7mm SMG with silencer.png|12.7mm SMG with the silencer modification Fallout_new_vegas_submachinegun.jpg|The Courier killing a super mutant with a 12.7mm SMG References Non-game de:12,7-mm-Maschinenpistole es:Subfusil ametrallador 12,7mm pt:12.7mm submachine gun ru:12,7-мм пистолет-пулемёт uk:12,7-мм пістолет-кулемет
12.7mm submachine gun (GRA)
The 12.7mm submachine gun (GRA) is a weapon . Characteristics Compared to the standard 12.7mm SMG, the customizable version can be equipped with additional modifications that lower its spread and increase its ammo capacity along with a similar, separate suppressor mod that turns it into a silent weapon. Durability The 12.7mm submachine gun (GRA) can fire a total of about 2,495 standard rounds, the equivalent of 119 reloads, or 93 reloads when modified with stacked magazines, from full condition before breaking. Modifications - 12.7mm SMG laser sight - decreases spread by 0.4 (from 2 to 1.6). - 12.7mm SMG stacked magazine - increases ammunition capacity by 6 rounds, from 21 to 27. - 12.7mm SMG suppressor - silences the weapon. Variants - 12.7mm submachine gun - the standard variant found in the Mojave Wasteland. Comparison Locations - Gun Runners - Sold by Vendortron. - 188 Trading Post - Sold by Alexander. - Sold by various merchants around the Mojave Wasteland. Notes The GRA version of the weapon's suppressor mod is not interchangeable with the standard's suppressor mod, i.e. the 12.7mm SMG (GRA) will not accept the non-GRA silencer, and the non-GRA version will not accept the SMG suppressor. Behind the scenes The 12.7mm SMG's design is almost entirely fictional save for a couple of elements that were loosely inspired by the FN P90 and the KRISS Vector.J.E. Sawyer on Formspring:Question: "Yay for more Based on Z questions: Was the 12.7mm SMG based on any existing weapon or is it purely fictional?"Joshua Sawyer: "Pretty much pure fiction, though a couple of elements were loosely inspired by the P90 and Kriss Vector." Bugs - Sometimes, despite having the necessary mods, they will not be able to be applied to the weapon.- The weapon may turn invisible while aiming down the sight. Sounds Gallery 12.7mm submachine gun 1.png|12.7mm submachine gun (GRA) with the suppressor modification 12.7mm submachine gun 2.png|12.7mm submachine gun (GRA) with the stacked magazine modification 12.7mm submachine gun 3.png|12.7mm submachine gun (GRA) with the laser sight modification 12.7mm submachine gun 1 2.png|12.7mm submachine gun (GRA) with the silencer and stacked magazine modifications 12.7mm submachine gun 1 3.png|12.7mm submachine gun (GRA) with the laser sight and silencer modifications 12.7mm submachine gun 2 3.png|12.7mm submachine gun (GRA) with the stacked magazine and laser sight modifications 12.7mm submachine gun 1 2 3.png|12.7mm submachine gun (GRA) with all modifications GRA 12_7 submachine gun.jpg|12.7mm submachine gun (GRA) References Non-game de:12,7-mm-Maschinenpistole (ADW) es:Subfusil ametrallador de 12,7 mm (GRA) ru:12,7-мм пистолет-пулемёт (GRA)
12.7mm submachine gun silencer
The 12.7mm submachine gun silencer is a weapon mod for the 12.7mm submachine gun in Fallout: New Vegas. Effects This mod decreases the sound made by firing the weapon, minimizing the chances of becoming detected when hidden. Location This weapon mod is sold by Vendortron at the Gun Runners kiosk. Notes Prior to patch 1.3.0.452, the 12.7mm submachine gun silencer was only worth 100 caps. The silencer is only for the non-GRA 12.7mm submachine gun silencer; the GRA variant uses an incompatible suppressor instead. Gallery 12.7mm SMG with silencer.png|12.7mm SMG with the silencer modification Generic weapon mod image.png|Weapon mod case de:12,7-mm-MP: Schalldämpfer ru:Глушитель для 12,7-мм ПП
121st Infantry Platoon
The 121st Infantry Platoon (nicknamed Firebats) was a division of the United States Army, deployed to Monongah Power Plant on November 1, 2077, after the Great War to protect the power plant from invasion.Monongah Power Plant terminal entries; Captain Elliott's terminal, Officer's Log 11.15.77 Background The platoon was charged with protecting the Monongah Power Plant as a strategic target, despite the devastation of infrastructure in the region. On December 22, half of the platoon was called away by army command, and left the plant under the lead of Mgt. Lawson. This left the two remaining squads, consisting of 24 soldiers, to conduct patrols to alleviate boredom.Monongah Power Plant terminal entries; Captain Elliott's terminal, Officer's Log 12.22.77 The platoon faced losses in 2078, with the winter the previous year leading to the rise of the Raiders, who launched attacks on the platoon both at the power plant and in the surrounding area, killing 15.Monongah Power Plant terminal entries; Captain Elliott's terminal, Officer's Log 01.14.78Monongah Power Plant terminal entries; Captain Elliott's terminal, Officer's Log 02.02.78Monongah Power Plant terminal entries; Captain Elliott's terminal, Officer's Log 03.12.78 No orders to retreat were given to the remaining nine soldiers by Cpt. Elliott Maxwell up to his death. However, with Maxwell's death, the survivors under Mgt. Thomas Senecheck eventually abandoned the position on May 25 to link up with other military survivors.Monongah Power Plant terminal entries; Captain Elliott's terminal, Officer's Log 05.25.78 Named members - Cpt. Elliott Maxwell - Mgt. Thomas Senecheck - Mgt. Lawson Appearances The 121st Infantry Platoon is mentioned only in Fallout 76. References
12GaCoinShotScript
This script determines if an intact Legion Denarius is generated when 12 gauge, coin shot hits a target.
12 gauge shotgun shell
The 12 gauge shotgun shells are types of ammunition in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout 4, Fallout 76, Fallout: Brotherhood of Steel and Fallout Tactics. Background thumb "Gauge" is used to describe the bore size of a shot-firing weapon. Although bore sizes range incrementally from 1.5 up to 32 (with an aberrant 67.5 topping the scale), 10, 12, and 20 gauge (aside from the .410 shotgun that measures in caliber) are the most common bore sizes, with 12 gauge leading the group in popularity. Most civil, police, and military shotguns are 12 gauge weapons. A 12 gauge shotgun has a bore size of 18.53mm (.729", or 72 caliber). The gauge number is the number of lead balls of that gun's bore diameter that would weigh a pound. The smaller the number, the larger the bore. Sizes of shot is the individual lead or steel pellets that are fired from the weapon, which vary as well. The most common combat load is 00 shot, pronounced "double-aught." A typical 12 gauge shotgun shell loaded with 00 Shot contains nine to fifteen pellets (nine for standard, 12 or 15 for magnum shells). Each pellet is 8.4 mm in diameter (0.33" or 33 caliber) and weighs 3.45 grams. Known 12 gauge shotgun shell brands that are still commonly found after the Great War include Buckslayer, Winchester Ranger Mark 5, and Federal Special. Variants 12 gauge shotgun shell x40px Ammunition. 12 gauge shotgun shells.Fallout: The Roleplaying Game Rulebook p. 92: "The standard shotgun shell found in the wastelands is a 12 gauge 2 3/4” cartridge filled with #0 buckshot. Relatively easy to find, those living in the wastes often keep a shotgun handy for close encounters." 12 gauge, coin shot x50px Ammunition. 12 gauge shotgun shells, coin shot. 12 gauge, magnum x50px Ammunition. 12 gauge shotgun shells, magnum. 12 gauge, bean bag x50px Ammunition. 12 gauge shotgun shells, bean bag. 12 gauge, slug x40px Ammunition. 12 gauge shotgun shells, slug. 12 gauge flechette x40px Ammunition. 12 gauge shotgun shells, flechette. 12 gauge EMP x40px Ammunition. 12 gauge shotgun shells, electromagnetic pulse. 12 gauge rubber x40px Ammunition. 12 gauge shotgun shells, rubber. Notes Some shells have a manufacture's print reminding the users that they are not for use by children under 3 and to shoot responsibly.Item description in Fallout, Fallout 2 and Fallout Tactics: "{9500}{}{12 ga. Shotgun Shells}""{9501}{}{Shotgun ammunition. This particular ammo is marked: "12-gauge shells, not for use by children under the age of 3."}"(PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2), Items.txt References Fallout: The Roleplaying Game pl:Amunicja kal. 12 ru:Патрон 12 калибра de:Kaliber 12 Munition
12 gauge shotgun shell (Fallout)
12 gauge shotgun shells is a type of ammunition in Fallout. Characteristics In Fallout, ammunition modifiers are not applied properly which makes the 12 gauge equal to any other kind of ammunition. In practice, this only means the accuracy bonus is not applied and damage remains consistent. Weapons using this ammunition - Shotgun - Combat shotgun Locations - One in a footlocker on level three of Vault 13. - Killian Darkwater at Junktown sells this. - Jacob at the Hub sells this. - Two magazines in a locked fridge in the Hall of the Dead. - Two magazines in a bookcase in a narrow back room at the Hall of the Dead, only accessible by the sewers. - Three in a desk at the deathclaw warehouse at the Boneyard. Gallery Weapons Vault 13 level 3.png|Vault 13, level 3 Fridge Hall of the Dead.png|Hall of the Dead Ammo Hall of the Dead.png|Hall of the Dead, top bookcase Booze deathclaw warehouse.png|Deathclaw warehouse es:Casquillos escopeta del calibre 12 (Fallout) pl:Amunicja kal. 12 ru:Картечь, 12 калибр zh:12号霰弹枪弹壳(辐射)
12 gauge shotgun shell (Fallout: Brotherhood of Steel)
12 gauge shotgun shell is an ammunition type in Fallout: Brotherhood of Steel Characteristics Shotgun shells are slightly common in Fallout: Brotherhood of Steel but not exceedingly so. They can be found in containers and possibly as loot dropped by enemies (usually by those using shotguns). Locations - Random loot dropped by enemies - Hieronymous - Salieri - Ching Tsun - Shop-Tecs Weapons using this ammunition - Double-barrel shotgun - Combat shotgun pl:Amunicja kal. 12 ru:Патрон 12 калибра (Fallout: Brotherhood of Steel)
12 gauge shotgun shell (Fallout: New Vegas)
The 12 gauge shotgun shell is a type of ammunition in Fallout: New Vegas originally manufactured by Purebore before the Great War. Characteristics The Purebore Buckslayer "Shure Shot" 12 gauge shotgun shell is a large bore shotshell available in various buckshot loads and slugs. A specialized beanbag shell also exists, as well as coin shotshells. The add-on Gun Runners' Arsenal introduces five new varieties: 4/0 buckshot, 4/0 buckshot magnum, flechette, pulse slugs and fire damage-dealing dragon's breath shells. Production Standard buckshot, magnum buckshot, 4/0 magnum buckshot, coinshot and slug 12 gauge shotshell can be crafted at a reloading bench. A single shell requires the following ingredients: Breakdown Breaking down a standard 12 gauge shotgun shell yields: Weapons using this ammunition - Hunting shotgun - Dinner Bell - Riot shotgun - Sawed-off shotgun - Big Boomer Variants 12 gauge, bean bag Bean bag rounds are less-than-lethal shotgun ammunition commonly used by law enforcement to quell riot situations. Bean bags inflict Fatigue Damage and stun a target momentarily. For soft targets, bean bag rounds can still drain their health and kill them with multiple shots. 12 gauge, coin shot Coin shot is an improvised buckshot-like round using Legion Denarii as the projectiles. The result is ammunition identical in damage to Magnum buckshot round, but one which has a chance of leaving coins in targets it damages (1d100 roll, 71-90 produces a mangled denarius, 91-100 an intact one), as well as an extra "pellet" as shown by the damage indicator when using this type of ammunition. In V.A.T.S. Denarius can be seen leaving the barrel of the weapon in certain shots. Coin shot is regarded as better ammunition for trading, due to its dramatically increased value. 12 gauge, magnum Magnum shells are standard buckshot shells with a higher powder load, increasing velocity, stopping power and -2 DT reduction. The downside is greater wear to a firearm due to the higher overall pressure, resulting in more regular maintenance. 12 gauge, slug 12 gauge slug compared to .22LR bullet. Slugs use only a single large, solid projectile, unlike shot, meaning weapon spread is traded for greater range and accuracy. These rounds also function as an armor-piercing round, as one powerful shot will deal more damage through a high DT than multiple weaker rounds. 12 gauge, 4/0 buck A sub-type added with the new add-on Gun Runners' Arsenal, this shot sacrifices quantity for quality, with fewer, larger projectiles that pack a bigger punch. 12 gauge, 4/0 buck magnum hand load A sub-type added with the add-on Gun Runners' Arsenal, these magnum shells use the larger 4/0 shot size, but with a greater powder load resulting in higher velocity, thus more firepower, at the cost of increased weapon wear due to the higher pressure generated. 12 gauge, dragon's breath A sub-type added with the add-on Gun Runners' Arsenal, these zirconium-based pyrotechnic shells function as a short-ranged flamethrower, having an incendiary effect on targets for 5 seconds; hence the name "dragon's breath". 12 gauge, flechette A sub-type added with the add-on Gun Runners' Arsenal, these shells have had their traditional shot replaced with tiny metal darts that are great for armor penetration but are not quite as damaging. Flechette rounds also greatly decrease muzzle flash, allowing for more accurate aiming. 12 gauge, pulse slug A sub-type added with the add-on Gun Runners' Arsenal, these slugs cause more damage to robots and enemies wearing power armor, and the target gets an extra kick from an electromagnetic pulse triggered by the impact. Comparison Locations - Sold by Alexander, the Vendortron, Blake, Daniel Contreras and the arms merchant, among others. - Can occasionally be found on NCR heavy troopers. - Occasionally found on Centurions and Prime legionaries. - Sometimes found on Great Khans. - Two boxes can be found inside the Bloodborne cave. - Eight boxes can be found in the Executive suites. - One box can be found in the Residential District. - One box can be found inside the Zion fishing lodge. - Sold by Joshua Graham in large quantities. Notes - The 12 gauge shotshell has more subtypes in Fallout: New Vegas than any other ammunition type. - The full barter value of the 12 gauge coin shot variant is equal to the value of the Legion Denarii used to craft it. - Flechettes produce substantially less muzzle flash. - 4/0 buck rounds only have a x1 damage multiplier, yet standard 12 gauge shells have a x1.2 multiplier and magnum shells have x1.3, including the 4/0 magnum shells (these multipliers were added as part of patch 1.5 as an incentive to use them over slug rounds). As a result, 4/0 buck actually inflicts less damage than standard shells while inflicting more damage per projectile as the damage is divided evenly among them. - The 12 gauge coin shot can leave denarii even when shot into a dead body. - Despite being the same type of ammunition, 12 gauge shells have differing appearances based on what weapon they are loaded into (see gallery for a comparison). Behind the scenes Coin shot was made by Joshua Sawyer, after he watched the Kris Kristofferson film Pat Garrett and Billy the Kid, in anticipation of Kristofferson voicing Chief Hanlon. In the film, Kristofferson's character kills a guard with a shotgun full of coins, with a slow-motion shot of the dimes flying out of the barrels. He also drew inspiration from Ghost in the Shell: Stand Alone Complex, in particular Episode 14, where Fem, a cyborg communist assassin, loads a shotgun in her arm full of a stack of coins. During an October 2020 livestream, Sawyer highlighted a penetration test performed by YouTuber Paul Harrell, which showed that coin shot is something that could work in real life, even if it would not be very effective.Fallout: New Vegas 10th Anniversary Charity Stream (reference starts at 3:07:46)Joshua Sawyer: "'Is coin shot a real thing?' I don't know, I mean, like... so, actually, God, what's the name of the guy? [...] There's a YouTuber who has a channel that's all about guns. [...] It's Paul Harrell! [...] I feel like Paul Harrell did a penetration test with coins, I think. [...] It's a thing that you could do, but, it's not really that effective. I actually got the idea from watching... oh, God, Pat Garrett and Billy the Kid. Movie with James Coburn and Kris Kristofferson, whomst played Chief Hanlon in the game. And there's a point in the movie where Kris Kristofferson's character picks up a shotgun that the guy guarding him uses that's filled with either dimes or quarters, or something, and he destroys him. [...] And it's a great scene, and also, yes, there's a Stand Alone Complex - Ghost in the Shell: Stand Alone Complex episode that has a woman who, she's a communist assassin basically, and her arm has a shotgun inside, and she loads it full of coins, which is really, really cool.""Ghost in the Shell: S.A.C. - Fem's shotgun arm scene" on YouTube"Shooting Dimes in a 12ga. Shotgun" by Paul Harrell on YouTube Bugs - Although 12 gauge bean bag ammunition specifies that it causes 250 points of fatigue damage, in practice each shot will only induce 50 points of fatigue. Furthermore, all shotguns inflict a minimum of 12.25 points of damage, regardless of damage penalties or effects of Damage Threshold or Damage Resistance. These two issues mean that attacking a target with bean bag shells will most likely result in the target's death before it is ever knocked out due to Fatigue.-- Additionally, bean bag shells can inflict fatigue damage on robots, something which the boxing gloves and Golden Gloves specifically avoid. This makes it possible to "knock out" robots, most of which can endure no more than 100 points of fatigue before being rendered unconscious. - 12 gauge slug shells have a listed 30% chance of dropping an empty hull, but they do not actually reference the 12 gauge hull item, so they don't actually provide 12 gauge hulls.- Hotkeying a weapon using bean bag ammo, then holding the hotkey down and moving to ammo, then hotkeying the ammo to a different slot and equipping any weapon regardless of whether it uses bean bag ammo or not, will cause that weapon to now use bean bag ammo. Gallery FNV gauge shotgun shell round.png|Complete shells FNV 12 Ga Projectiles.png|12 Ga. projectiles: buckshot; slug; pulse slug; flechette; coin shot. FNV 12 gauge shotgun shell vars.png|Left to right;1 - Loaded into a hunting shotgun2 - Loaded into Dinner Bell3 - Loaded into a riot shotgun4 - Loaded into a sawed-off shotgun and Big Boomer Shotgunshellbox.png|Texture file of ammo box References ru:Патрон 12 кал.
12 gauge shotgun shell (Fallout 2)
12 gauge shotgun shells is a type of ammunition in Fallout 2. Characteristics A fairly common ammo type, the AC modifier of the shotgun shell will make it a little bit more accurate than any of the other starting guns until .223 FMJ weaponry are found. Even late-game enemies will use Pancor Jackhammers, making the shotgun shell a valuable ammo type. Weapons using this ammunition - Shotgun - Combat shotgun - Sawed-off shotgun - H&K CAWS - Pancor Jackhammer Locations - Flick at the Den West Side sells this. - Used by Metzger the slaver at the Den East Side. - One magazine in a locked desk in Vault City's Spittoon. - One magazine in a footlocker on level 2 of Vault 8. - One magazine in Angel-Eyes's safe in the mercenaries' cave. - Two magazines in a locker at the sheriff's department at Redding Downtown. - One magazine a bookshelf in Louis Salvatore's room in Second Street. - One magazine in a bookcase in a locked room in the Shark Club, second level. - One magazine in a desk in John Bishop's bedroom in the Shark Club. - One magazine on a bookshelf in Big Jesus Mordino's room in Desperado. - Two magazines in New Reno Arms, in two bookcases in back rooms. - Eldridge at New Reno Arms sells this. - One magazine in a bookcase in Orville Wright's room at Wright Estate. - One magazine in a bookcase in Keith Wright's room at Wright Estate. - One magazine in a bookcase in one of the rooms at Wright Estate. - Four magazines in a locker on level three of Vault 13. - One magazine in a locker in Navarro underground's armory. Gallery Booze Spittoon.jpg|Spittoon Ammo footlocker Vault 8.jpg|Vault 8, level 2 Fo2 Angel Eyes.png|Mercenaries' cave Earl Marions lockers.jpg|Sheriff's department Shotgun Salvatore's room.jpg|Salvatore's Bar, upstairs Shotgun Shark Club 2nd level.jpg|Shark Club, upstairs Raiders map Shark Club.png|John Bishop's desk, Shark Club Shotgun and Jimmy Hats Big Jesus room.jpg|Big Jesus Mordino's room, Desperado NCR History holodisk New Reno Arms.png|New Reno Arms Misc bookcase toolboard NRA.jpg|New Reno Arms Misc bookshelves Orville Wright.jpg|Wright Estate Stimpak Keith Wright's room.jpg|Wright Estate Shotgun Wright Estate.jpg|Wright Estate Fo2 GECK and water chip.png|Vault 13 Blue memory module locker.png|Navarro underground es:Casquillos escopeta del calibre 12 (Fallout) pl:Amunicja kal. 12 ru:Картечь, 12 калибр zh:12号霰弹枪弹壳(辐射)
12 gauge shotgun shell (Fallout Tactics)
12 gauge shotgun shell is a type of ammunition in Fallout Tactics. Characteristics Because one of your squad members starts with an Ithaca model 37 shotgun, 12 gauge shells are going to be one of the ammunition types you need to snap up. They're actually more common in the very first mission compared to all the rest, but you should be able to keep an ample supply of them all the way to Vault 0. They aren't the best rounds for the shotgun, but because flechette, slug, and EMP shells are very rare, they're going to be the ones you use the most. Variants 12 gauge flechette thumb Shotgun ammunition, 12 gauge anti-personnel. Unlike standard shotgun rounds, which fire a dispersing cloud of round-ball shot, flechette rounds are designed specifically for antipersonnel applications against unarmored or armored targets. Although the primary propellant charge and wadding scheme remains the same, the round-ball shot is replaced with a cluster of small darts, typically forged from carbon steel or a harder metal. Armor-piercing flechettes can be made from tungsten, osmium, or even depleted uranium for large weapons. 12 gauge EMP shells thumb Shotgun shell designed to deliver a concentrated EMP burst to a small area. Very effective against robotic enemies. Against personnel, however, EMP ammunition is almost ineffective. Firing an EMP-loaded shotgun at a human or animal foe is nothing more than a waste of valuable ammunition. EMP shells do not become available until late in the game and tend to be somewhat more costly than most other forms of shotgun ammunition. 12 gauge rubber thumb Shotgun ammunition. Designed to stun or maim, but only occasionally kill. This is the lowest type of 12 gauge ammunition. 12 gauge slug shells thumb Solid-slug shotgun ammunition. Damage is increased against individual, armored targets, but burst shots will rarely hit multiple targets. With a projectile weight of one ounce and a projectile diameter of 0.729" (effectively a .73 caliber weapon), the shotgun slug is a devastating projectile at short to medium ranges. However, its minimally-aerodynamic architecture limits its range, so a shotgun slug possesses superior ballistic characteristics over short ranges, but lacks the long-range lethality of a rifle round. Weapons using this ammunition - Beretta 470 Silverhawk - H&K CAWS - Ithaca Model 37 - NeoStead Combat SG - Pancor Jackhammer Locations Flechette - 40 rounds appear for sale at Quartermaster Octavius after completion of the Rock Falls mission; 120 more will be added after the Mardin mission. - At Mardin one can find 18 rounds. - In St. Louis, 20 rounds can be found at the Fang Squad death site. - At Kansas City, 80 rounds can be found. - At Bunker Delta 60 rounds can be stolen from Andrew Smith and another 45 from Percy. - At Junction City, 30 rounds can be found in one of the houses and another 40 in the dungeon. - In Great Bend, 30 rounds are found on the corpse of one of the murdered local residents. - 67 rounds available from Hermit in the Hermit special encounter. EMP shells - Trader special encounter, for sale. - Sold by the Brotherhood merchant at Bunker Delta after the Newton mission. - In a chest during the Buena Vista mission. Slug shells - Mardin, in the shelf inside the shed which is marked "heavily patrolled" on the map; also on some of the guards. - Cold Water, x10 can be bought from the merchant with a green shirt in the market place -- x20 are in a BoS crate on the far right in level 2 -- x32, x20, and x40 can be found on Quincy traders in level 4 - Merchant special encounter, for sale. - Trader special encounter, for sale. Notes The 12 gauge rubber can not be found in the campaign. It is only available in multiplayer matches. Bugs The slug shells display the AP icon next to the shotgun's ammunition count in the inventory window. pl:Gumowe kule kal. 12 ru:Патроны для дробовика, 12 калибр (Fallout Tactics) uk:Патрони для дробовика, 12 калібр (Fallout Tactics)
12 gauge shotgun shell (Van Buren)
12 gauge shotgun shell is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also featured in the Van Buren tech demo game files. Characteristics A fairly common ammo type, the AC modifier of the shotgun shell will make it a little bit more accurate than any of the other starting guns. It is a pretty valuable ammo type for close combat encounters. Weapons using this ammunition - Combat shotgun - Sawed-off shotgun Variants There are two variants of 12 gauge shotgun shell ammunition: - 12 gauge shotgun shell - 12 gauge slug shells Location - While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command .
12th Mountain Division
The 12th Mountain Division was a division of the United States Army, deployed to Huntersville in November 2076 to enforce the quarantine imposed on the town by West Tek. Background The division's soldiers were issued strict orders to follow full containment procedures due to the viral outbreak, citing concerns about a possible pandemic. The hazmat-equipped soldiers augmented the security while West Tek researchers continued their experiments on the population,Huntersville terminal entries; Op Date 11.02.76 even as the mutating humans started to turn violent.Huntersville terminal entries; Personal Journal 09.08.76 Although the soldiers found West Tek authority to be detestable, at best, they followed orders and isolated the town with roadblocks and a secure perimeter.Huntersville terminal entries; Op Date 11.04.76 The soldiers were not equipped to deal with the Huntersville horror, especially Sergeant Jake Bianchi. A day into the deployment, he was tasked with leading the extraction of a Huntersville resident for West Tek. They were not prepared to face feral mutants, one of which, a mother attempting to care for her infected son, lunged at Sergeant Taybet with a knife, forcing Private Sanderson to shoot her on the spot.Huntersville terminal entries; Op Date 11.05.76The Huntersville Incident The situation deteriorated rapidly from that point as the population of the town started attacking the barricades and the soldiers. By November 7, the fighting convinced Sgt. Bianchi that something was wrong, that the town was actually a test site and the people had been used as guinea pigs. He vowed to get to the bottom of the mystery, which only earned him a rapid court-martial, charged with gross misconduct, dereliction of duty and insubordination. He was arrested two days later and replaced with the much more pliable, Sergeant Orlando Garrett, who showed respect and deference for West Tek.Huntersville terminal entries; Op Date 11.07.76 Known members - Sgt. Jake Bianchi (formerly) - Sgt. Orlando Garrett - Sgt. Taybert - Cpl. Gibbons - Pvt. Gabesman - Pvt. Sanderson - Pvt. Zeleski Appearances The 12th Mountain Division is mentioned only in Fallout 76. References
132nd Engineering Corps
The 132nd Engineering Corps was a division of the U.S. Army Corps of Engineers stationed at Sentinel Site Prescott before the Great War. Background The soldiers of the division were present at Sentinel Site Prescott on October 23, 2077. They were greatly disturbed by incoming targets they saw on radar, not sure whether it was a drill or an actual nuclear attack, with their attempts at communication receiving no outside reply. Many of them wished to return to their families to be with them in the event of the nuclear apocalypse. One member, Captain Mitch Dunleavy, attempted to contact military command for information, only to realize that the attack was, in fact, "the big one."Captain Dunleavy's holotape Members - Captain Mitch Dunleavy Behind the scenes The 132nd Engineering Corps may be based on the 132nd Engineer Combat Battalion, which existed briefly between 1943 and 1946 in Framingham, Massachusetts. Appearances The 132nd Engineering Corps is mentioned only in Fallout 4. References
14mm
14mm are types of ammunition in Fallout, Fallout 2, and Van Buren. Background This sizable cartridge was imported to the United States prior to the Great War.The Chosen One: "{119}{}{Do you have a GECK?}"Buster: "{137}{}{That one of them pre-war imports? Let me guess, 14mm ammo? Nope, ain't got one.}"(Scbuster.msg) Variants 14mm AP x50px Ammunition. Caliber 14mm, Armor Piercing. References ru:14-мм патрон
14mm (Van Buren)
14mm is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. Weapons using this ammunition - 14mm pistol
14mm AP (Fallout)
14mm AP is a type of ammunition used in Fallout. Background Characteristics In Fallout, ammunition modifiers are not applied properly which makes the 14mm equal to other weapons. Weapons using this ammunition - 14mm pistol Locations - Sold by Jacob in the Old Town section of the Hub. - One magazine in a bookcase in the Hall of the Dead. - One magazine in a locker on level three of the Glow. - Three magazines in a wall locker on level 5 of the Glow. - One magazine in a footlocker on level two of Mariposa Military Base. - Two magazines in a footlocker in the Tower of Doom. Gallery Ammo Hall of the Dead.png|Hall of the Dead Lockers The Glow level 3.png|The Glow, level 3 Wall lockers The Glow l5.png|The Glow, level 5 Footlockers2 MMB level 2.png|Mariposa Military Base, level 2 Footlocker Tower of Doom.png|Tower of Doom References es:PB de 14 mm (Fallout) no:14mm AP pl:14mm AP ru:14 мм ББ
14mm AP (Fallout 2)
14mm AP is a type of ammunition used in Fallout 2. Background Characteristics The ammo type is coded in a fashion that compares it unfavorably with other similar weapons, such as .223 pistols, and even Desert Eagles: The target's Damage Resistance is reduced by a flat 50%, but its Damage Threshold is not affected. As such, the halved base damage of the 14mm pistol is further reduced by the DT, making it useless as more than a collectible item. Weapons using this ammunition - 14mm pistol Locations - One in a footlocker in Vault 15's living quarters. Gallery Combat armor Vault 15.png|Vault 15, living quarters References es:PB de 14 mm (Fallout) no:14mm AP pl:14mm AP ru:14 мм ББ
14mm pistol
The 14mm pistol is an imported SIG-Sauer pistol chambered in 14mm, though models chambered for different calibers exist. Models 14mm pistol right A large framed semi-automatic pistol, the SIG-Sauer 14mm autopistol was imported alongside matching 14mm ammunition to the U.S. in limited quantities.The Chosen One: "{119}{}{Do you have a GECK?}"Buster: "{137}{}{That one of them pre-war imports? Let me guess, 14mm ammo? Nope, ain't got one.}"(Buster's dialogue)Fallout Official Survival Guide p.114: "14mm Pistol: A SIG Sauer 14mm autopistol. A large, single-shot weapon with exceptionally heavy stopping power." This powerful weapon and its ammunition was relatively uncommon, and could be rechambered to accept other, more common high powered cartridges.J.E. Sawyer's Formspring, 4th June 2012: "why didn't you use 14mm instead of the 12,7mm?""Making it 12.7mm helped gun people intuit that it was effectively .50 AE." 12.7mm pistol 100px A SIG-Sauer autoloading pistol rechambered to use 12.7mm ammunition, this variant has a seven-round capacity. Similar to the 14mm pistol, it has good stopping power, but has wider spread and higher skill requirements than most other pistols. - For the unique version found in the add-on pack Gun Runners' Arsenal: see Li'l Devil Behind the scenes - In the demo build for Fallout, the 14mm pistol was labeled "S-S Semi Auto Pistol" when examined.Examine: "S-S Semi Auto Pistol"(Fallout demo) - The 14mm pistol shares visual similarities with the 12.7mm pistol in Fallout: New Vegas as well as the Crusader pistol in Fallout 76. - A 14mm pistol is seen flying out of the hand of Paladin Lee Jenkins in an image depicting the events of "On the Beach." Gallery FNV 12,7mm Pistol.png|12.7mm pistol (Fallout: New Vegas) Lil' Devil.png|Lil' Devil (Gun Runners' Arsenal) FO76 Chimera Pistol Standard.png|Crusader pistol (Fallout 76) Concept_mutant_mantis_shrimp.jpg|A 14mm pistol thrown out of Paladin Lee Jenkins' hand by a "sonic lobster" References Non-game Non-canon ru:Пистолет 14 мм zh:西格&紹爾手槍
14mm pistol (Fallout)
The 14mm pistol is a small gun in Fallout. Background Characteristics In Fallout, the Sig-Sauer is a powerful, large-caliber handgun equaling the double-barreled shotgun in damage per shot, but with a significantly greater range, a +20% bonus to chance to hit, and larger magazine capacity. Since ammunition multipliers are not applied due to a bug in the executable, it compares favorably to most other non-energy pistols in the game, second only to the unique .223 pistol. It uses the submachine gun sprite, which makes it usable by Ian and Katja. Locations - Loot - The Glow: One on a corpse near Dennis Allen's body, another inside a wall locker in a nearby room. - One in a wall locker on level 5 of the Glow. - The Hub, Downtown: One is carried/equipped by Guido, a guard of Lorenzo Giovanni in the Friendly Lending Company. - The Hub, Underground: Carried/equipped by one of Decker's guards. - The Hub, Irwin's farm: One is carried/equipped by a raider who has the same character model as Ian. - Merchant - The Hub, Old Town: Sold by Jacob. - Adytum: Smitty has one for sale. Behind the scenes In the demo build for Fallout, the 14mm pistol was labeled "S-S Semi Auto Pistol" when examined.Examine: "S-S Semi Auto Pistol"(Fallout demo) Sounds Gallery FO1 Dennis Allen.png|The Glow, level 1. Corpse to the left Wall safe The Glow l1.png|The Glow, wall locker Wall lockers The Glow l5.png|The Glow, level 5 References Non-game Non-canon es:Pistola de 14mm pl:Pistolet 14mm ru:Пистолет 14 мм (Fallout) uk:Пістолет 14 мм (Fallout) zh:14mm手枪(辐射)
14mm pistol (Fallout 2)
The 14mm pistol is a small gun in Fallout 2. Background Characteristics Despite the very favorable accuracy modifier, the 14mm pistol is crippled by the absence of hollow point ammunition, as the only round available for the weapon, the 14mm AP (along with most other AP ammunition) was given the unfavorable Damage Modifier of 1/2. This halves the weapon's damage output before Damage Threshold is applied, making it ineffective against all but the weakest targets. Also of note: The 14mm pistol, despite being called a pistol, uses submachine gun animations. This prevents certain characters like John Cassidy or Vic from using it, but allows Sulik to do so. Locations - Loot - Redding sheriff's department: In the office footlocker at the base of the bed. - One in a footlocker in Vault 15's living quarters. - Merchants - Modoc: Sold by Jo. - Vault City: Sold by Randal. - Gecko: Sold by Percy Crump - New Reno: Sold by Eldridge at New Reno Arms. He also carries one himself, for a character who prefers the more violent route. Sounds Gallery Locker sheriffs department Redding.png|Sheriff's department Combat armor Vault 15.png|Vault 15, living quarters References Non-game Non-canon es:Pistola de 14mm pl:Pistolet 14mm ru:Пистолет 14 мм (Fallout) uk:Пістолет 14 мм (Fallout) zh:14mm手枪(辐射)
14mm pistol (Van Buren)
The 14mm pistol is a weapon which was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. Characteristics The 14mm pistol's armor-piercing property was changed from previous games; the weapon automatically did 10 points of damage regardless of armor, with an additional amount of damage between 2 and 12 that was susceptible to armor. Locations Carried by Captain Davidson aboard Ballistic Orbital Missile Base 001.B.O.M.B.-001 design document/2 - Captain Davidson References ru:Пистолет 14 мм (Van Buren)
14° East
14 Degrees East (stylized as 14° East) was a division of game developer Interplay Entertainment, operating as their strategy games department. Background 14° East was founded on March 3, 1999, as a division of Interplay, the originator of the Fallout series. Designed to handle upcoming titles in the strategy games genre, Interplay Entertainment selected one of its developers, Brian Christian, to head the division. Brian Christian, who had worked with Interplay Entertainment since 1991, had been involved with the development of several games before this appointment, including the ill-fated videogame adaptation of Waterworld. 14° East would begin conceptual development on Fallout Extreme in 2000, but would not progress past concepts and become canceled as focus swayed toward Fallout Tactics: Brotherhood of Steel. Fallout Tactics would be his last game produced at 14° East or Interplay Entertainment; in 2002 he began work with SEGA of America and has not worked with Interplay Entertainment since. The last product released by 14° East was Fallout Radioactive, a compilation pack of Fallout games, in 2002. MobyGames It is unclear if 14° East still exists as a business entity. Games - 2002 - Fallout Radioactive compilation - 2001 - Fallout Tactics 2 (canceled) - 2001 - Fallout Tactics: Brotherhood of Steel - 2000 - Fallout Extreme (canceled) - 2000 - Star Trek: Klingon Academy - 2000 - Star Trek: New Worlds - 2000 - Star Trek: Starfleet Command (Gold Edition) - 2000 - Star Trek: Starfleet Command (Neutral Zone Edition) - 1999 - Star Trek: Starfleet Command External links - MobyGames Developer Bio - Brian Christian - MobyGames Company Information - 14° East References no:14 Degrees East ru:14 Degrees East
15mm ARTEMIS rail gun
The 15mm ARTEMIS rail gun is a weapon that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It also appears in the Van Buren tech demo game files. Background ARTEMIS was an unfinished weapons project by Poseidon Energy and the Enclave, designed as a late-game weapon that could be crafted by characters with a high Science skill, using schematics from Mesa Verde.Mesa Verde design document/3, Random NotesJ.E. Sawyer at No Mutants Allowed Location While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command, but remains a non-functional weapon. Notes - Even when fully loaded, the gun may not fire. The player will simply reload the gun and face the intended target, never firing. - The Advanced Research perk helps to make rail guns - weapons of technology level 8 (as well, as energy weapons, and power armors). Gallery 15mm ARTEMIS rail gun front.png 15mm ARTEMIS rail gun rear.png ArtemisRailGun.png ArtemisRailGun2.png References Non-game pl:Artemis Rail Gun
15mm EC
15mm EC is a type of ammunition that was to appear in Van Buren, the canceled Fallout 3 by Black Isle Studios. It is also featured in the Van Buren tech demo game files. Characteristics In the game, it was expected that this would be a very rare ammunition used only by the 15mm ARTEMIS rail gun. Location While it doesn't appear in the Van Buren tech demo, it is still present in the game files and can be spawned with the console command . ru:Иглы 15 мм uk:Голки 15 мм
184th Infantry Regiment
The 184th Infantry Regiment was a contingent of the US Army, deployed to Boston prior to the Great War. Background The regiment was deployed to the Roxbury neighborhood of Boston.Boston Bugle building terminals; Article 3 During food riots, soldiers of the regiment opened fire on civilians outside a food bank, killing at least four and wounding eight others. The incident was reported by the Boston Bugle. According to Jonathan Corman, spokesman for the Army, the soldiers of the 184th acted within their authority and issued several verbal warnings and only opened fire after protesters had smashed a window and stormed the food bank. An eyewitness, Hannah Henry, told a different story of how the soldiers had laughed and joked about who they were going to shoot first before the windows were even smashed and the food bank stormed, giving the soldiers the excuse they wanted to open fire. Appearances The 184th Infantry Regiment is mentioned only in Fallout 4. References zh:第184步兵团
188Alexander.txt
Topics pt:188Alexander.txt ru:DialogueExport188Alexander.txt
188CivilianHopeful.txt
Topics ru:DialogueExport188CivilianHopefulB.txt
188CivilianUnhappy.txt
Topics ru:DialogueExport188CivilianUnhappyB.txt
188Forecaster.txt
Topics ru:DialogueExport188Forecaster.txt