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
-
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
- Weapon Class
- Modern
- Mass
- 1.4 kg
Ranged Combat
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 accuracy.
Overview
The revolver has a fairly good damage output for a single-shot weapon, only slightly trailing the autopistol in this aspect. Thanks to its fairly short time between shots and its good close-up accuracy, the revolver's a good weapon for low-skilled shooters. It also has a high enough stopping power to stagger advancing humans or human-sized mechanoids. The revolver is also very easy to acquire because earlygame raiders often use it, and because of its low manufacturing costs and technology requirements.
However, like the autopistol (though to a lesser extent), the revolver isn't particularly suited to medium-range engagements despite having the range to do so due to its fairly poor accuracy at those distances; even the recurve bow can keep up in those engagements, while the greatbow and bolt-action rifle easily surpass it.
The revolver is best suited as a close-quarters weapon overall owing to its accuracy profile, although it can be used as a support weapon to slow down enemies that are attempting to close distance (melee units, shotgunners etc.). This weapon's also a somewhat viable hunting weapon for lower-risk game, but the bolt-action rifle will still net better results.
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.
Melee Combat
Tool | Attack | Damage Type | Power | AP | Cooldown | Likelihood | Base DPS |
---|---|---|---|---|---|---|---|
Overall | - | - | 9 | 13% | 2.00s | - | 4.50 |
Grip | Blunt | Blunt | 9 | 13% | 2.00s | 50.00% | 4.50 |
Barrel | Blunt | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Barrel | Poke | Blunt | 9 | 13% | 2.00s | 25.00% | 4.50 |
Obtaining
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% |
Revolvers can also be crafted at a machining table once the gunsmithing research has been completed; from 30 steel, 2 components and 4,000 ticks (1.11 mins) of work. A crafting skill of at least 3 is required.
A revolver is also one of the three starting weapons in the standard crashlanded scenario, along with a bolt-action rifle and plasteel knife.
Graphs
The graphs assume a normal quality revolver against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.
Version history
It received a slight accuracy buff in 1.0.