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The assault carbine is a weapon in Fallout: New Vegas.

Characteristics[]

Assault carbine blown up

Assault carbine expanded

A magazine-fed, compact automatic weapon with a high rate of fire and so a high damage-per-second (DPS) value and a comparatively low spread, though this can be offset by its low base damage of 13, the second lowest of any rifle in the game. It is one of the most accurate automatic weapons in the game and can be effectively used in close and medium range combat. When used in V.A.T.S., it will shoot a 5-round burst for a cost of 20 Action Points.

The assault carbine uses 5mm rounds, boasting an armor piercing effect of -10 DT, and 5mm AP rounds, which have a -25 DT effect. These make the weapon highly effective against medium armored or heavily armored targets, as only power armor possesses more than 25 DT. In addition, 5mm HP rounds have only a x2 DT multiplier, compared to the x3 multiplier of other HP rounds (all effects as of patch 1.3.0.452). The 5mm ammunition is typically sold by most merchants in moderate-to-large quantities.

The assault carbine can be equipped with an extended magazine, identical to that used on the regular marksman carbine except with a black rather than aluminum finish.

Durability[]

The assault carbine can fire a total of about 3,745 standard rounds, the equivalent of 157 reloads, or 125 reloads when modified with extended magazines, from full condition before breaking.

Ammunition typeUnmodifiedW/ Extended mags
ShotsReloadsShotsReloads
Standard, HP, & AP37451573745125
Surplus124552124542
JSP2495104249584

Modifications[]

Variants[]

Comparison[]

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAttacks in V.A.T.S.Action Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Assault carbine 13
15612x0.06135203.31.224374563950658.3753
Assault carbine With all weapon mods attached 13
15612x0.06135203.31.230374565250875753
Assault carbine Gun Runners' Arsenal13
15612x0.06135203.31.224374563950658.3753
Assault carbine With all weapon mods attached Gun Runners' Arsenal13
187.214.4x0.06136203.91.2304995687001450753

Locations[]

Notes[]

  • When the assault carbine (or any other weapons which share its reload animation) suffers a jam, the Courier will utilize the forward assist to fully seat the bolt carrier group.
  • It has a similar look to the service rifle, although it has a shorter barrel, ergonomic handgrips, matte black furniture and a collapsible stock instead of a fixed wooden one.

Behind the scenes[]

According to J.E. Sawyer, the marksman and assault carbines are present "in part due to New Vegas' proximity to Nellis AFB." Sawyer specifies that the assault carbine is intended to be a paratrooper weapon.[Non-game 1][Non-game 2]

Bugs[]

  • Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 The weapon may turn invisible while aiming down the sight.[verified]
  • Xbox 360Xbox 360 When dropped with extended mags, it appears it has normal mags.[verified]

Sounds[]

Assault carbine icon ReloadVB
JamVB

Gallery[]

References[]

Non-game

  1. Question: "Is the Marksman Carbine loosely based on the POF Short Barreled Rifle?"
    J.E. Sawyer: "No. It's loosely based on some paratrooper-oriented marksman rifles I saw online. It and the Assault Carbine are present in part due to New Vegas' proximity to Nellis AFB."
    (J.E. Sawyer on Formspring)
  2. Question: "FO3 establishes that the R91 Assault Rifle was the standard issue armament for the National Guard. Why then is it not included in FNV? I understand the lack of Chinese ARs, but it seems like the R91 would have been a better fit than the assault carbine."
    J.E. Sawyer: "The Assault Carbine is not standard issue. They are intended to be paratrooper weapons, which is why Boomers have so many of them."
    (J.E. Sawyer on Formspring)
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