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 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 are not interchangeable), 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 have 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) 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==
* 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
Category:Fallout: New Vegas Guns skill weapons
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