Assault Carbine

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.

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
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.

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 Cavern.
 * During Unfriendly Persuasion, the mercenary Norton will carry one.
 * Can be found on some New California Republic 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.

Bugs

 * The weapon may turn invisible while aiming down the sight.
 * When dropped with extended mags, it appears it has normal mags.

Sounds
Карабин