For an overview of assault rifle models, see assault rifle. For the main game version of this weapon, see Assault carbine. |
The assault carbine (GRA) is a weapon added with the Fallout: New Vegas add-on Gun Runners' Arsenal.
Characteristics[]
A magazine-fed, compact automatic weapon with a high rate of fire and so a high damage-per-second (DPS) value and a comparatively low spread, though this can be offset by its low base damage of 13, the second lowest of any rifle in the game. It is one of the most accurate automatic weapons in the game and can be effectively used in close and medium range combat. When used in V.A.T.S., 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). The 5mm ammunition is typically sold by most merchants in moderate-to-large quantities.
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 version created by the Gun Runners has been enhanced to accept additional modifications including a forged receiver to enhance its durability and a light-weight bolt to increase its rate of fire.
Durability[]
The assault carbine (GRA) can fire approximately 3,745 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 4,983 standard rounds, the equivalent of 208 reloads, or 167 reloads when modified with both the forged receiver and extended magazines.
Ammunition type | Unmodified | W/ Extended mags | W/ Forged receiver | W/ both mods | ||||
---|---|---|---|---|---|---|---|---|
Shots | Reloads | Shots | Reloads | Shots | Reloads | Shots | Reloads | |
Standard, HP, & AP | 3745 | 157 | 3745 | 125 | 4983 | 208 | 4983 | 167 |
Surplus | 1245 | 52 | 1245 | 42 | 1658 | 70 | 1658 | 56 |
JSP | 2495 | 104 | 2495 | 84 | 3320 | 139 | 3320 | 111 |
Modifications[]
- Assault carbine extended magazines - Increases ammunition capacity by 6.
- Assault carbine forged receiver - Increases condition by 33%.
- Assault carbine light bolt - Increases rate of fire by 20%.
Variants[]
- Assault carbine - the standard variant found throughout the Mojave Wasteland.
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[]
- Sold by Vendortron at the Gun Runners kiosk.
- Sold by Alexander at the 188 Trading Post.
- Sold by various merchants around the Mojave Wasteland.
Notes[]
- Due to being introduced in Honest Hearts, and separate add-ons' content cannot interact with each other,[1] this weapon is not affected by the Grunt perk.
- Killing Chairmen, White Gloves and Omertas in their respective casinos on the Strip using this weapon counts towards the Gun Runners' Arsenal challenge Nyah! See?
Bugs[]
- The sighting node in the mesh files for all the modifications is set further back than an unmodded assault carbine, causing targets to be difficult to see when aiming down the sights. [verified]
- When aiming, it appears that the player character's pinky finger is colliding into the grip of the weapon. [verified]
- Applying all the modifications to this weapon may cause it to disappear when aiming down the sights in first-person view. [verified]
Sounds[]
Gallery[]
References[]
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