Revolver
Revolver
An ancient pattern double-action revolver. It's not very powerful, but has a decent range for a pistol and is quick on the draw.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 1.4 kg
Ranged Combat
- Mode
- Single-Shot
- Damage
- 12 dmg (Bullet)
- Armor penetration
- 18%
- Warm-Up
- 18 ticks (0.3 secs)
- Cooldown
- 96 ticks (1.6 secs)
- Range
- 25.9 tile(s)
- Accuracy
- 80% - 75% - 45% - 35%
- Velocity
- 55 (m/s)
- Burst Count
- 1 (per burst)
- DPS
- 6.32
- Stopping power
- 1
Melee Combat
- Melee Attack 1
- Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 2
- Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown - Melee Attack 3
- Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown
Creation
- Required Research
- Gunsmithing
- Skill Required
- Crafting 3
- Work To Make
- 4,000 ticks (1.11 mins)
- Has Quality
- True
- weaponTags
- Gun, SimpleGun, Revolver
- thingSetMakerTags
- RewardStandardQualitySuper
The revolver is a light, single-shot firearm in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate overall accuracy.
Acquisition
Revolvers can be crafted at a machining table once the Gunsmithing research has been completed from 30 Steel, 2 Componentss and 4,000 ticks (1.11 mins) of work. A crafting skill of at least 3 is required.
Revolvers can be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Scavenger Gunner | 25.83% | Normal | 40-110% |
Pirate Gunner | 14.09% | Normal | 70-230% |
Villager | 19.91% | Poor | 20-200% |
Town Councilman | 43.10% | Good | 100% |
Town Guard | 10.18% | Normal | 60-200% |
Mercenary Gunner | 6.50% | Normal | 70-320% |
Ancient Soldier | 5.38% | Normal | 100% |
A revolver is also given at the beginning with the Crashlanded scenario.
Analysis
The revolver is clearly an early game weapon. Outside of starting with one, revolvers are very easy to acquire, as early game raiders often use them. In addition, they are cheap to make and has a low research requirement.
For early colonies, the revolver works as a short-medium ranged weapon. It deals decent damage with single shot. It is slightly worse for DPS than the autopistol (of the same quality) at all ranges. But unlike the autopistol, the revolver has a high enough stopping power to stagger advancing humans or human-sized mechanoids. It is better than the bolt-action rifle for close ranged combat - when combat happens < 12 tiles away.
Despite having a decent range, the revolver isn't particularly suited to medium-range engagements, which is around 15 or more tiles. A bolt-action rifle or greatbow are better at range, and even the recurve bow can keep up. It's best suited as a close-quarters weapon, and can stagger pawns attempting to close distance. As a hunting weapon, the bolt action rifle is better, but a revolver still fairs decent results.
Stats
Against an unarmored human, a revolver can kill with 4 hits to the torso, 3 hits to the head, 2 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~16.7 seconds average) to incapacitate that human from pain shock.
Overall, the revolver is best paired with a careful shooter up to the equivalent of a level 21, then with a trigger-happy shooter beyond that point.
Attack table
Ranged
For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
The value is provided due to the interpolated nature of accuracy between range points.
Melee
Feature | Toggle |
---|---|
Attacks |
Revolver | Grip (Blunt) | Barrel (Blunt) | Barrel (Poke) | Human: Left & right fist (Blunt) | HP | Value | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quality |
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
Awful | 3.98 | 11.6% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 7.2 | 2s | 10.4% | 3.6 | 8.33% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 100 | 68 |
Poor | 4.07 | 11.82% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.1 | 2s | 11.7% | 4.05 | 20% | 8.2 | 2s | 12% | 4.1 | 2× 20% | 100 | 101 |
Normal | 4.4 | 12.75% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 9 | 2s | 13% | 4.5 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 135 |
Good | 4.74 | 13.73% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 9.9 | 2s | 14.3% | 4.95 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 169 |
Excellent | 5.08 | 14.7% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 10.8 | 2s | 15.6% | 5.4 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 200 |
Masterwork | 5.92 | 17.14% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 13.05 | 2s | 18.85% | 6.53 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 335 |
Legendary | 6.59 | 19.09% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 14.85 | 2s | 21.45% | 7.43 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 675 |
For the full effects of qualities, see Quality.
- ↑ 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Revolver vs. comparable weapons
This section goes over how well the revolver fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat.
Methodology
- All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease
- All pawns have skill levels of 14 in ranged and melee
- No pawns have any traits that affect combat performance
- All pawns are of at least 18 years of age and completely healthy
- Pawns are divided by walls to prevent stray shots from skewing results in any way
- Weather is always kept clear
- No cover is used for either team
Results in the tables below are the percentages of battles that revolvers either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.
Unarmored
For the unarmored testing, all pawns wore normal quality plainleather pants, plainleather button-down shirts, plainleather dusters and plainleather cowboy hats.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Autopistol | 35.16% | 40.09% | 44.89% | 43.81% | 44.41% | - | - |
Pump Shotgun | 38.99% | 37.04% | 33.25% | - | - | - | - |
Bolt-Action Rifle | 74.06% | 64.80% | 55.62% | 41.13% | 20.54% | - | - |
Greatbow | 83.68% | 76.09% | 66.57% | 57.44% | 43.91% | - | - |
Armored
For the armored testing, all pawns wore normal quality flak pants, flak vests, plainleather button-down shirts, flak jackets and steel simple helmets.
Other Weapon | 3 | 7 | 12 | 18 | 25 | 32 | 40 |
---|---|---|---|---|---|---|---|
Autopistol | 39.18% | 41.30% | 45.73% | 45.21% | 47.51% | - | - |
Pump Shotgun | 42.43% | 39.48% | 33.40% | - | - | - | - |
Bolt-Action Rifle | 67.32% | 60.00% | 51.96% | 35.49% | 18.03% | - | - |
Greatbow | 85.79% | 79.07% | 68.07% | 59.97% | 43.35% | - | - |
Version history
- 0.18.1722 - Added when the pistol was split into the revolver and the autopistol. Although the autopistol uses the old pistol's sprite, the revolver is functionally closer to the old pistol.
- Beta 19/1.0 - All melee attack damages increased 8 -> 9, cooldown increased from 1.6s -> 2s.
- 1.0 - received a slight accuracy and damage buff.