Unique revolver
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
Unique revolver
A revolver with customized parts.
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% - 55% - 40%
- 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
- Has Quality
- True
- weaponTags
- Gun, SimpleGun, Revolver
- thingSetMakerTags
- RewardStandardLowFreq, UniqueWeapon
- tradeTags
- WeaponRanged
The unique revolver is the unique weapon variant of the revolver, a light, single-shot ranged weapon in RimWorld which deals a moderate amount of damage per shot, has a short time between shots, a moderate range and moderate overall accuracy.
Each unique revolver comes with a combination of traits that make it different from other revolvers.
Acquisition[edit]
Unique weapons can be obtained through quests, found in loot boxes like sealed crates, sealed containers, or ancient safes, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders. Ancient Mercenary and Orbital Item Stash quests will always contain at least one unique weapon, typically masterwork or legendary quality.
Weapons depot and ancient garrison map features do NOT contain unique weapons, nor do ancient dangers.
Summary[edit]
Before traits, unique revolvers are statistically identical to revolvers. The stats provided in this article are for base model before traits, except where specified otherwise.
Unique revolvers have the following namerLabels for use in their name generation:
- revolver
- six-shooter
- iron
- hammer
Analysis[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Analysis should focus on mechanics unique to uniques, rather than replicating the base models analysis. |
Attack table
Ranged
| Unique revolver (Error: Page has no Property:Image) Unique revolver | Accuracy (Touch) |
Accuracy (Short) |
Accuracy (Medium) |
Accuracy (Long) |
DPS (Optimal) |
DPS (Touch) |
DPS (Short) |
DPS (Medium) |
DPS (Long) |
Market value |
||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Quality | Dam. | AP | ||||||||||
| Awful | 10.8 | 16.2% | 64% | 60% | 44% | 32% | 5.69 | 3.64 | 3.41 | 2.5 | 1.82 | 68 |
| Poor | 12 | 18% | 72% | 67.5% | 49.5% | 36% | 6.32 | 4.55 | 4.3 | 3.16 | 2.28 | 101 |
| Normal | 12 | 18% | 80% | 75% | 55% | 40% | 6.32 | 5.06 | 4.74 | 3.48 | 2.53 | 135 |
| Good | 12 | 18% | 88% | 82.5% | 60.5% | 44% | 6.32 | 5.56 | 5.25 | 3.86 | 2.78 | 169 |
| Excellent | 12 | 18% | 96% | 90% | 66% | 48% | 6.32 | 6.07 | 5.69 | 4.17 | 3.03 | 200 |
| Masterwork | 15 | 22.5% | 100% | 100% | 74.25% | 54% | 7.9 | 7.9 | 7.9 | 5.85 | 4.27 | 335 |
| Legendary | 18 | 27% | 100% | 100% | 82.5% | 60% | 9.48 | 9.48 | 9.48 | 7.87 | 5.69 | 675 |
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 |
| Unique revolver (Error: Page has no Property:Image) Unique 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
Unique weapon traits[edit]
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Unique weapons have individual traits that affect their stats in various ways. Each weapon will have one to three traits. Some traits are good, some are bad, some are just different. The traits that can appear on unique revolvers are:
| Name | Description | Adjectives | Generate alone? | Commonality | Applicable weapons | Exclude |
|---|---|---|---|---|---|---|
| Quick reload | This weapon has a quick release-and-replace mechanism that makes it faster to reload.
|
quick, nimble, quickload, quickshot, fastload |
|
1 |
- |
|
| Aim assistance | This weapon contains a rudimentary aim assistant computer which helps track targets, increasing accuracy at all ranges. The device can account for environmental challenges, allowing the weapon to ignore the accuracy penalty from bad weather and smoke.
|
seeking, accurate, precise, auto-aim, self-aim |
|
1 |
- |
|
| Custom grip | This weapon contains a customized grip that handles recoil better, improving accuracy at short range. It looks cool too.
|
custom, customized, gripped, hi-grip |
|
1 |
- |
|
| Pistol brace | This weapon has a stabilizing brace that connects to the user's arm, increasing its accuracy.
|
stable, accurate, precise, braced |
|
1 |
- |
|
| Pulse charger | This weapon is retrofitted with pulse-charge technology, imbuing bullets with unstable energy. The weapon was clearly not designed for this, dramatically lowering its accuracy.
|
charged-shot, charged, pulse-charged |
|
1 |
- |
|
| Tox rounds | This weapon fires rounds coated with toxic chemicals, which sicken wounded targets.
|
green, poison, venom, venomous, snakebite |
|
1 |
AmmoType, Color |
|
| Piercing rounds | This weapon fires rounds designed to penetrate thick armor.
|
piercing, sharp, sabot, penetrating |
|
1 |
AmmoType |
|
| Incendiary rounds | This weapon fires ammunition that contains a flammable chemical. It has a chance to ignite targets.
|
red, fiery, flaming, burning, hot, igniting, napalm |
|
1 |
AmmoType, Color |
|
| EMP rounds | This weapon fires rounds with embedded EMP capacitors, which will temporarily disable electronics and mechanoids.
|
EMP, electric, shocking, sparky, zapping |
|
1 |
AmmoType, Color |
|
| Hollow-point rounds | This weapon fires bullets that expand on impact, dealing more damage than normal.
|
shredding, hollowpoint, hardpunch, meatrip, grinder |
|
1 |
AmmoType |
|
| High-power rounds | Special ammunition makes this weapon more powerful than normal. The heavy recoil makes it less accurate.
|
atlas, hi-power, heavy-shot, hardpunch, heavy-hit |
|
1 |
AmmoType |
|
| Tactical sight | This weapon has a custom sight, increasing its accuracy at long range.
|
accurate, precise, sniper |
|
1 |
Sights |
|
| Shoddy sights | Defects in this weapon's sights decrease its accuracy at long ranges.
|
inaccurate, imprecise |
|
1 |
Sights |
|
| Ornamental | This weapon was crafted for aesthetics over functionality. It deals less damage but looks great.
|
beautiful, elegant, ornamental |
|
0.5 |
Appearance |
|
| Ugly | This weapon was crafted with no respect for aesthetics. It looks like junk but gets the job done. Traders will pay less for it.
|
monstrous, crude, ugly |
|
0.5 |
Appearance |
|
| Lightweight | This weapon is much lighter than normal, lowering its aiming time.
|
light, quickdraw |
|
1 |
Weight |
|
| Cumbersome | This weapon is unwieldy to use, making it slower to aim.
|
cumbersome, bulky, awkward |
|
1 |
Weight |
|
| Gold inlay | This weapon is inlaid with gold. Traders will pay more for it.
|
Gold, golden |
|
0.5 |
Color |
|
| Jade inlay | This weapon is adorned with jade. Traders will pay more for it.
|
jade |
|
0.5 |
Color |
Gallery[edit]
Version history[edit]
- Odyssey DLC release - Added.