For an overview of carbine models, see Carbine. |
The marksman carbine is a weapon in Fallout: New Vegas.
Characteristics[]
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 type | Durability | |
---|---|---|
Shots | Reloads | |
Standard, HP, AP & match | 1995 | 100 |
Surplus | 662 | 34 |
.223 caliber round | 2495 | 125 |
Modification[]
The following is based on Fallout: New Vegas cut content. |
- Marksman carbine extended magazine - Cut from the game.[1]
End of information based on Fallout: New Vegas cut content |
Variant[]
- All-American - a unique variant found in the armory room of Vault 34.
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 |
Marksman carbine | 24 | 136.8 | 5.7 | x1 | 24 | 14 | 1.7 | 0.04 | 20 | 1995 | 6 | 5200 | 866.7 | 100 | 4 |
All-American | 26 | 156 | 6 | x1 | 26 | 13 | 2 | 0.035 | 24 | 1995 | 6 | 5900 | 983.3 | 100 | 4 |
Locations[]
- Nellis array - In the entrance area on the floor next to the dead Boomer.
- Vault 34 - In the armory.
- Gun Runners - Can be purchased from Vendortron after level 16.
- Hidden Valley bunker - Can be purchased from Knight Torres (requires progressing Still in the Dark as far as agreeing to find the missing BOS patrols).
- Carried by many NCR troopers stationed at Hoover Dam and NCR rangers at higher levels all throughout the game as well as some veteran legionaries and centurions of Caesar's Legion, though only during the Second Battle of Hoover Dam.
- Carried by legionary assassins at higher levels.
- One of them can be found near the Securitron de-construction plant on the pipe to the east from the main entrance. Reachable by stepping up a pipe at the Z-14 Pepsinae DNA splicing lab.
- In the waste disposal station, near a skeleton at the end of a tunnel.
- Carried by marked men at higher levels. From level 40 upward, they will also use armor piercing ammunition as well.
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[]
Gallery[]
References[]
- ↑ Appears in the GECK under static\weapons\2handautomatic\1stpersonmarksmanext
Non-game
- ↑ 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) - ↑ 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)