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 184.108.40.2062). The 5mm ammunition is available in large quantities, but the assault carbine suffers from a low base damage of 13, the second lowest of any rifle in the game.
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.
The assault carbine (GRA) 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. When modified with a forged receiver, it can fire a total of about 4983 standard rounds, the equivalent of 208 reloads, or 167 reloads when modified with both the forged receiver and extended magazines.
PCPlaystation 3Xbox 360 The sighting node in the mesh files for all the modifications is set further back than an unmodded assault carbine, thus causing targets to be difficult to see when aiming down the sights. [verified]
Playstation 3Xbox 360 When aiming, it appears that the player's pinky finger is colliding into the grip of the weapon. [verified]
PCPlaystation 3Xbox 360 Applying all the modifications to this weapon may cause it to disappear when aiming down the sights in first-person view. [verified]