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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 [[Action Points]]. |
+ | 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 [[Damage Threshold|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]]. |
<section end="Background" /> |
<section end="Background" /> |
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The assault carbine can be equipped with an [[Assault carbine extended magazines|extended magazine]], identical to that used on the regular [[Marksman carbine]] except with a black rather than aluminum finish. |
The assault carbine can be equipped with an [[Assault carbine extended magazines|extended magazine]], identical to that used on the regular [[Marksman carbine]] except with a black rather than aluminum finish. |
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==Variants== |
==Variants== |
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* [[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]]. |
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− | * [[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=== |
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==Locations== |
==Locations== |
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* [[Gun Runners (Fallout: New Vegas)|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. |
* [[Gun Runners (Fallout: New Vegas)|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. |
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− | * [[Vault 34]] - two located in the armory. |
+ | * [[Vault 34]] - two in poor condition are located in the armory. |
− | * [[Nellis Air Force Base]] - in the [[Nellis array]], on a dead [[Boomers|Boomer]] |
+ | * [[Nellis Air Force Base]] - in the [[Nellis array]], on a dead [[Boomers|Boomer]]. |
* [[NCR Ranger safehouse]] - located on a shelf to the right of the [[reloading bench]]. |
* [[NCR Ranger safehouse]] - located on a shelf to the right of the [[reloading bench]]. |
||
− | * [[Super mutant (Fallout: New Vegas)|Super mutant]]s, specifically super mutant brutes |
+ | * [[Super mutant (Fallout: New Vegas)|Super mutant]]s, specifically super mutant brutes at [[Black Mountain]], may 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]]. |
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− | * One can be found inside Gomorrah, in the basement inside one of the footlockers. |
+ | * 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]]. |
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* May be found on one of the [[nightkin]] in [[Black Rock cave]]. |
* May be found on one of the [[nightkin]] in [[Black Rock cave]]. |
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* During [[Unfriendly Persuasion]], the mercenary [[Norton]] will carry one. |
* During [[Unfriendly Persuasion]], the mercenary [[Norton]] will carry one. |
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* 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. |
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− | * 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. |
− | * One of the [[Legionary assassin]]s |
+ | * 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 |
+ | * [[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--> |
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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]]' primary combat rifle before the [[Great War]]. |
* 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]]. |
||
+ | * 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. |
||
<!--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--> |
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+ | |||
+ | ==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.<ref>[http://web.archive.org/web/20130209011941/formspring.me/JESawyer/q/218456981386588159 J.E. Sawyer on Formspring]</ref> |
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==Bugs== |
==Bugs== |
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==Sounds== |
==Sounds== |
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{| |
{| |
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− | | [[File:Assault carbine icon.png| |
+ | | [[File:Assault carbine icon.png|70x70px]] |
| [[File:Wpn assaultcarb fire 2d 01.ogg|noicon|200px]] |
| [[File:Wpn assaultcarb fire 2d 01.ogg|noicon|200px]] |
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− | | [[File:ReloadVB.png| |
+ | | [[File:ReloadVB.png|75x75px]] |
| [[File:Wpn rifleassault reloadchamber.ogg|noicon|200px]] |
| [[File:Wpn rifleassault reloadchamber.ogg|noicon|200px]] |
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==Gallery== |
==Gallery== |
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<gallery> |
<gallery> |
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− | FNV assault carbine.png|Assault carbine with no modifications |
+ | FNV assault carbine.png|Assault carbine with no modifications |
− | FNVAssaultCarbine extended mag.png|Assault carbine with the extended magazine modification |
+ | FNVAssaultCarbine extended mag.png|Assault carbine with the extended magazine modification |
Assault carbine.jpg |
Assault carbine.jpg |
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</gallery> |
</gallery> |
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+ | |||
+ | ==References== |
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+ | {{References}} |
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{{Navbox weapons FNV}} |
{{Navbox weapons FNV}} |
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[[Category:Fallout: New Vegas Guns skill weapons]] |
[[Category:Fallout: New Vegas Guns skill weapons]] |
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[[ru:Карабин]] |
[[ru:Карабин]] |
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+ | [[de:Sturmkarabiner]] |
Revision as of 20:00, 27 March 2015
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 in poor condition are located in the armory.
- Nellis Air Force Base - in the Nellis array, on a dead Boomer.
- NCR Ranger safehouse - located on a shelf to the right of the reloading bench.
- Super mutants, specifically super mutant brutes at Black Mountain, may 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.
- If the player is Vilified by the Legion, assassins will be sent to kill them. One of the Legionary assassins can carry an assault carbine.
- Daniel Contreras will have 2-3 in stock sometimes.
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
- The weapon may turn invisible while aiming down the sight. [verified]
- When dropped with extended mags, it appears it has normal mags. [verified]