Fallout Wiki
Fallout Wiki
(11 intermediate revisions by 7 users not shown)
Line 68: Line 68:
 
==Variants==
 
==Variants==
 
* [[Assault carbine (GRA)|Gun Runners' Arsenal assault carbine]] {{icon|FNVGRA|link=Gun Runners' Arsenal}}, capable of supporting more [[Weapon mod|modifications]].
 
* [[Assault carbine (GRA)|Gun Runners' Arsenal assault carbine]] {{icon|FNVGRA|link=Gun Runners' Arsenal}}, capable of supporting more [[Weapon mod|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 [[Magical companion ammo|companion ammunition]] and an added suppressor.
+
* [[Lily's assault carbine]]: A unique non-playable assault carbine used by [[Lily Bowen|Lily]]. It only differs from the standard assault carbine in its use of [[Magical companion ammo|companion ammunition]] and an added suppressor.
   
 
===Comparison===
 
===Comparison===
Line 129: Line 129:
 
* Can be found on some [[NCR Veteran Ranger]]s later in the game.
 
* Can be found on some [[NCR Veteran Ranger]]s later in the game.
 
* The [[arms merchant]] at the [[188 trading post]] occasionally sells them in average condition.
 
* The [[arms merchant]] at the [[188 trading post]] occasionally sells them in average condition.
* If the player is [[Fallout: New Vegas reputations|Vilified]] by the [[Legion]], assassins will be sent to kill them. One of the [[Legionary assassin]]s can carry an assault carbine.
+
* If the player is [[Fallout: New Vegas reputations|Vilified]] by the [[Caesar's Legion|Legion]], assassins will be sent to kill them. One of the [[Legionary assassin]]s can carry an assault carbine.
 
* [[Daniel Contreras]] will have 2-3 in stock sometimes.
 
* [[Daniel Contreras]] will have 2-3 in stock sometimes.
 
<!--Comments about the similarities to the AR-15 and/or its variants WILL BE REMOVED-->
 
<!--Comments about the similarities to the AR-15 and/or its variants WILL BE REMOVED-->
Line 139: Line 139:
   
 
==Behind the scenes==
 
==Behind the scenes==
According to J.E. Sawyer, both the assault carbine and the [[Marksman carbine]] are both loosely based around "paratrooper-oriented marksman rifles" and are present due to New Vegas' proximity to Nellis AFB.<ref>[http://web.archive.org/web/20130209011941/formspring.me/JESawyer/q/218456981386588159 J.E. Sawyer on Formspring]</ref>
+
According to J.E. Sawyer, both the assault carbine and the [[marksman carbine]] are present due to New Vegas' proximity to Nellis AFB.<ref>[http://web.archive.org/web/20130209011941/formspring.me/JESawyer/q/218456981386588159 J.E. Sawyer on Formspring]</ref>
   
 
==Bugs==
 
==Bugs==
Line 147: Line 147:
 
==Sounds==
 
==Sounds==
 
{|
 
{|
| [[File:Assault carbine icon.png|85x85px]]
+
| [[File:Assault carbine icon.png|70x70px]]
 
| [[File:Wpn assaultcarb fire 2d 01.ogg|noicon|200px]]
 
| [[File:Wpn assaultcarb fire 2d 01.ogg|noicon|200px]]
| [[File:ReloadVB.png|85x85px]]
+
| [[File:ReloadVB.png|75x75px]]
 
| [[File:Wpn rifleassault reloadchamber.ogg|noicon|200px]]
 
| [[File:Wpn rifleassault reloadchamber.ogg|noicon|200px]]
   
Line 171: Line 171:
 
[[Category:Fallout: New Vegas Guns skill weapons]]
 
[[Category:Fallout: New Vegas Guns skill weapons]]
 
[[ru:Карабин]]
 
[[ru:Карабин]]
  +
[[de:Sturmkarabiner]]

Revision as of 21:10, 17 September 2014

 
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

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

  • 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.
  • 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, both the assault carbine and the marksman carbine are present due to New Vegas' proximity to Nellis AFB.[1]

Bugs

  • Playstation 3Playstation 3Playstation 3 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