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

Characteristics[]

Marksman carbine blown up

Marksman carbine expanded

A semi-automatic, medium-power rifle with a 20-round magazine with a pre-installed 2.86x-magnification scope that shares the same mil-dot reticle as the anti-materiel rifle and sniper rifle, but its barrel and magazine appear to be stainless steel. It is highly accurate and deadly at long range with a Guns skill of 100. Additionally, it has a very low Action Point cost of 14, lower than most pistols as well as being the lowest out of any rifle in the game.

Durability[]

The marksman carbine can fire a total of about 1,995 standard rounds, the equivalent of 100 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard, HP, AP & match1995100
Surplus66234
.223 caliber round2495125

Modification[]

Variant[]

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 damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Marksman carbine 24
136.85.7x124141.70.0420199565200866.71004
All-American 26
1566x1261320.03524199565900983.31004

Locations[]

Notes[]

  • When the marksman carbine (or any other weapons which share its reload animation) jams, the Courier utilizes the forward assist to fully seat the bolt carrier group.
  • Despite having the same ammo type and capacity as the service rifle, the marksman carbine has a larger magazine.

Behind the scenes[]

According to J.E. Sawyer, the marksman carbine is loosely based around "paratrooper-oriented marksman rifles" and are present partly due to New Vegas' proximity to Nellis AFB.[Non-game 1][Non-game 2]

Sounds[]

SingleShotVB ReloadVB
JamVB

Gallery[]

References[]

  1. Appears in the GECK under static\weapons\2handautomatic\1stpersonmarksmanext

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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