Difference between revisions of "Revolver"

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| style="background: #69FF69" | 83.68% || style="background: #9BFF72" | 76.09% || style="background: #CDFF7B" | 66.57% || style="background: #CDFF7B" | 57.44% || style="background: #FFFF85" | 43.91% || - || -
| style="background: #69FF69" | 83.68% || style="background: #9BFF72" | 76.09% || style="background: #CDFF7B" | 66.57% || style="background: #CDFF7B" | 57.44% || style="background: #FFFF85" | 43.91% || - || -

Revision as of 08:00, 10 November 2018



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.

1.4 kg
Dmg Type
Armor penetration
18 ticks (0.3 secs)
96 ticks (1.6 secs)
25.9 tile(s)
80% - 75% - 45% - 35%
Avg. accuracy
55 (m/s)
Burst Count
1 (per burst)
6.32 (4.33)
Stopping power
Steel 30 + Component 2
Silver 135

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.


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.


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

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.


  • 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.


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% - -


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% - -


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.

Revolver's accuracy with various shooters without any trait. Revolver's DPS with various shooters without any trait.

Revolver's accuracy with various shooters with careful shooter. Revolver's DPS with various shooters with careful shooter.

Revolver's accuracy with various shooters with trigger-happy. Revolver's DPS with various shooters with trigger-happy.

Version history

It received a slight accuracy and damage buff in 1.0.