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The marksman carbine is a weapon in Fallout: New Vegas.

Characteristics

Marksman carbine blown up

Marksman carbine expanded

The marksman carbine is a semi-automatic, medium-power rifle with a 20-round magazine. Mounted with an enhanced-zoom scope that shares the same mil-dot reticle as the anti-materiel rifle and sniper rifle, but its barrel and magazine appear to have a stainless steel coating, 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 1995 standard rounds, the equivalent of 100 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard, HP, AP & match1995100
Surplus66234
.223 caliber round2495125

Modification

Marksman carbine extended magazine - Cut from the game.[1]

Variant

  • All-American - A unique, camouflaged version of the marksman carbine found in the armory of Vault 34.

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

Locations

  • Nellis array, Nellis Air Force Base - In the entrance area on the floor next to the dead Boomer.
  • Vault 34 - Located in the armory.
  • Gun Runners - Can be purchased from Vendortron after level 16.
  • Hidden Valley bunker - Can be purchased from Torres, may require the Courier to complete some BoS quests to allow higher tier of equipment to be available to purchase.
  • Carried by many NCR troopers, NCR rangers and Caesar's Legion soldiers at higher levels, mostly during the Second Battle of Hoover Dam and in the dam interior or lower levels.
  • Carried by legionary assassins once the player character reaches a high enough level.
  • Old World Blues (add-on) One of them can be found near securitron de-construction plant on the pipe to the east from the main entrance. Just follow the pipe until finding a spot in which the player character can jump up onto the pipe.
  • Lonesome Road (add-on) In the waste disposal station, near a skeleton at the end of a tunnel.
  • Lonesome Road (add-on) Carried by Marked Men if the player character reaches high levels. If the player character level is 40 or above, they will use armor-piercing ammo against the Courier.
  • The masked NCR troopers in the Hoover Dam visitor center may carry them.

Notes

  • The magnification level of the scope is 2.86x on this weapon.
  • When experiencing a malfunction with the marksman carbine (or any other weapons which share its reload animation) the Courier will use proper procedure and utilize 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 noticeably larger magazine.

Behind the scenes

According to J.E. Sawyer, the marksman carbine is loosely based around "paratrooper-oriented marksman rifles" and are present due to New Vegas' proximity to Nellis AFB.[2]

Sounds

SingleShotVB ReloadVB
JamVB

Gallery

References

  1. Appears in the GECK under static\weapons\2handautomatic\1stpersonmarksmanext
  2. J.E. Sawyer on Formspring
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