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|perk2 mult =0.05 |
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|perk3 =Lord Death |
|perk3 =Lord Death |
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− | |perk3 mult =0. |
+ | |perk3 mult =0.04 |
|perk4 =Rapid Reload |
|perk4 =Rapid Reload |
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|perk4 reload mult =0.25 |
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<section begin="Background" /> |
<section begin="Background" /> |
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− | 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 [[Fallout: New Vegas combat|combat]]. In [[Vault-Tec Assisted Targeting System|V.A.T.S]] mode, it will shoot a 5 round burst for a cost of 20 [[ |
+ | 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 [[Fallout: New Vegas combat|combat]]. In [[Vault-Tec Assisted Targeting System|V.A.T.S]] mode, it will shoot a 5 round burst for a cost of 20 [[Action Points]]. |
The assault carbine uses [[5mm round (Fallout: New Vegas)|5mm round]]s, 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 [[Fallout: New Vegas patch 1.3.0.452|patch 1.3.0.452]]). 5mm [[Fallout: New Vegas ammunition|ammunition]] is available in large quantities, as it is also used by the high-capacity [[Minigun (Fallout: New Vegas)|minigun]]. |
The assault carbine uses [[5mm round (Fallout: New Vegas)|5mm round]]s, 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 [[Fallout: New Vegas patch 1.3.0.452|patch 1.3.0.452]]). 5mm [[Fallout: New Vegas ammunition|ammunition]] is available in large quantities, as it is also used by the high-capacity [[Minigun (Fallout: New Vegas)|minigun]]. |
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==Notes== |
==Notes== |
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− | * The assault carbine sports a very compact size compared to the [[Assault rifle (Fallout 3)|R91 assault rifle]], which was the [[United States |
+ | * The assault carbine sports a very compact size compared to the [[Assault rifle (Fallout 3)|R91 assault rifle]], which was the [[United States]]' primary combat rifle before the [[Great War]]. |
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− | * The Assualt carbine is based on the real life M4 carbine but is not a exact replica, because the real life M4 is 5.56x45mm instead of 5mm. |
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==Bugs== |
==Bugs== |
Revision as of 04:04, 28 February 2014
For an overview of assault rifle models in the Fallout series of games, see assault rifle. For the Gun Runners' Arsenal version of this weapon, see Assault carbine (GRA). |
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 type | Unmodified | W/ Extended mags | ||
---|---|---|---|---|
Shots | Reloads | Shots | Reloads | |
Standard, HP, & AP | 3745 | 157 | 3745 | 125 |
Surplus | 1245 | 52 | 1245 | 42 |
JSP | 2495 | 104 | 2495 | 84 |
Modifications
- Assault carbine extended magazines - increases ammunition capacity by +6.
Variants
- Gun Runners' Arsenal assault carbine , capable of supporting more modifications.
- Lily's assault carbine: A unique non-playable assault carbine used by Lily. It only differs from the standard assault carbine in its use of companion ammunition and an added suppressor.
Comparison
Legend | ||||
---|---|---|---|---|
- Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Action point cost | |||
- Damage per attack (damage per projectile) | - Damage per action point | |||
- Damage per second | - Weapon spread | |||
- Area of effect damage | - Magazine capacity (shots per reload) | |||
- Effect damage & duration | - Durability (number of attacks before breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical effect damage & duration | - Strength required | |||
- With all mods attached |
Assault carbine | 13 | 156 | 12 | x0.06 | 13 | 5 | 20 | 3.3 | 1.2 | 24 | 3745 | 6 | 3950 | 658.3 | 75 | 3 |
Assault carbine | 13 | 156 | 12 | x0.06 | 13 | 5 | 20 | 3.3 | 1.2 | 30 | 3745 | 6 | 5250 | 875 | 75 | 3 |
Assault carbine | 13 | 156 | 12 | x0.06 | 13 | 5 | 20 | 3.3 | 1.2 | 24 | 3745 | 6 | 3950 | 658.3 | 75 | 3 |
Assault carbine | 13 | 187.2 | 14.4 | x0.06 | 13 | 6 | 20 | 3.9 | 1.2 | 30 | 4995 | 6 | 8700 | 1450 | 75 | 3 |
Locations
- Gun Runners - in the back room (straight ahead as you enter) on the first and center workbench. Also, it can be bought from the Vendortron at the kiosk right in front of the gate.
- Vault 34 - two located in the armory.
- Nellis Air Force Base - in the Nellis array, on a dead Boomer, and most Boomers carry them.
- NCR Ranger safehouse - located on a shelf to the right of the reloading bench.
- Super mutants, 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 can be found inside Gomorrah, in the basement inside one of the footlockers.
- One is found on the respawning corpse of a 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 cave.
- During Unfriendly Persuasion, the mercenary Norton will carry one.
- Can be found on some NCR Veteran Rangers later in the game.
- The arms merchant at the 188 trading post occasionally sells them in average condition, along with assault carbine extended magazines.
- One of the Legionary assassins carries an assault carbine.
- Daniel Contreras will have 2-3 in stock at times.
Notes
- The assault carbine sports a very compact size compared to the R91 assault rifle, which was the United States' primary combat rifle before the Great War.
Bugs
- The weapon may turn invisible while aiming down the sight. [verified]
- When dropped with extended mags, it appears it has normal mags. [verified]