Fallout Wiki
Fallout Wiki
(→‎Locations: What? On the PS3, it's always been front and center, every playthrough.)
Line 134: Line 134:
 
* [[Super mutant (Fallout: New Vegas)|Super mutant]]s, specifically super mutant brutes in [[Black Mountain]] may sometimes carry this weapon.
 
* [[Super mutant (Fallout: New Vegas)|Super mutant]]s, specifically super mutant brutes in [[Black Mountain]] may sometimes carry this weapon.
 
* One is also carried by [[Nero]] in the [[Gomorrah]] casino, and can be taken after helping [[Cachino]] in the quest [[How Little We Know]].
 
* One is also carried by [[Nero]] in the [[Gomorrah]] casino, and can be taken after helping [[Cachino]] in the quest [[How Little We Know]].
* One can be found inside Gomorrah, in the basement inside one of the crates.
+
* One can be found inside Gomorrah, in the basement inside one of the footlockers.
 
* One is found on the respawning corpse of a [[Super mutant (Fallout: New Vegas)#Super mutant brute|super mutant brute]] in the water of the lowest level of [[Ruby Hill Mine]].
 
* One is found on the respawning corpse of a [[Super mutant (Fallout: New Vegas)#Super mutant brute|super mutant brute]] in the water of the lowest level of [[Ruby Hill Mine]].
 
* May be found on one of the [[nightkin]] in [[Black Rock Cavern]].
 
* May be found on one of the [[nightkin]] in [[Black Rock Cavern]].

Revision as of 04:13, 16 June 2012

 
Gametitle-FNV
Gametitle-FNV

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

Characteristics

The assault carbine is a magazine-fed, compact automatic weapon with a high rate of fire and a comparatively low spread. It is one of the most accurate automatic weapons in the game, and can be effectively used in close and medium range combat. In V.A.T.S mode, 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). 5mm ammunition is available in large quantities, as it is also used by the high-capacity minigun.

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 3745 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

While the assault carbine and its equivalent Gun Runners' Arsenal version are identical in base stats, only the regular version qualifies for the Grunt perk while only the GRA version has the light bolt and forged receiver weapon mods available. The following table compares the regular assault carbine with the Grunt perk vs. the assault carbine (GRA) with the light bolt and forged receiver mods affixed.

Name Dmg/Shot DPS ATT/sec Proj # Spread Crit % Mult Crit Dmg Shots in V.A.T.S. Mag WG AP Cost DMG/AP Durability Value ATT REQ
Assault carbine with Grunt 16.25 195 12 1 1.2 x 0.06 16.25 5 24(30) 6 20 4.06 3745 shots 3950 Guns:75 Strength:3
Assault carbine (GRA) with mods 13 187.2 14.4 1 1.2 x 0.06 13 6 24(30) 6 20 3.9 4983 shots 7400 Guns:75 Strength:3

Locations

Notes

Bugs

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

Gallery

Sounds

Assault carbine icon ReloadVB
JamVB