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The All-American is a unique weapon in Fallout: New Vegas.

Characteristics[]

Compared to the standard marksman carbine, All-American does slightly more damage per shot, has a faster rate of fire and so a higher damage-per-second (DPS) value, does slightly more critical hit damage, costs slightly less AP, has slightly less spread, has a higher magazine capacity, and has the same durability, the same weight, and the same caps value. The pre-installed scope has the same crosshairs and 3.5x magnification as the sniper rifle.

In terms of appearance, the stock is given a woodland camouflage scheme and bears the distinctive 82nd "All-American" Airborne division insignia on the magazine well.

Durability[]

The All-American can fire a total of about 1,995 standard rounds, the equivalent of 84 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard, HP, AP & match199584
Surplus66228
.223 caliber round2495104

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 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

Location[]

The All-American can be found in Vault 34's armory; opening it requires unlocking the overseer's terminal. The weapon is located on an overturned table to the right side of the armory. If a human or ghoul companion is following when the armory is accessed, they may pick up it themselves.

Notes[]

When the All-American (or any other weapons which share its reload animation) jams, the Courier utilizes the forward assist to fully seat the bolt carrier group.

Behind the scenes[]

The All-American weapon was designed by Joshua Sawyer, choosing its name as a reference to the 82nd Airborne Division, nicknamed the "All-American" division because upon activation in 1917 it was found to contain draftees from all forty-eight then-recognized states.[Non-game 1][Non-game 2]

Bugs[]

  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 When equipped, the Airborne decal on the gun is replaced by a copy of the gun's texture sheet. [verified]
  • Xbox 360Xbox 360 When going into zoom mode with the weapon equipped, a blank terminal screen may come up (re-loading the last save will fix this). [verified]
  • Playstation 3Playstation 3Playstation 3 When dropped, it can disappear for no apparent reason (re-loading a previous save may fix this). [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 The weapon may not spawn at all. The only fix is to reload a save.[verification overdue]

Gallery[]

References[]

Non-game

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