This weapon is the result of my unabashed affection for revolvers and thinking about how I might justify the use of a revolver mechanism in an energy weapon. The way I picture it working, the “hammer” is actually an electrical contact that closes a circuit when it drops, allowing the battery to discharge and fire the weapon. Each shot fully drains the battery, so the cylinder rotates to place a fresh one in position to fire again.
I started with the base game .44 Magnum Revolver mesh and added the pistol grip from the 12.7mm Pistol, the cylinder from That Gun, and the receiver from the Hunting Shotgun which I cut some vent holes in to make it look more sci-fi. Lastly, I replaced the shells with the batteries from the Small Energy Cell, added the glowing emitter from the Plasma Defender to make it more obviously an energy weapon, and rigged the weapon to use the legacy-content .32 Pistol animations.
The following properties, perks and challenges apply to this weapon:
Effects | Bonus EMP Damage vs. Robots & Power Armor | ||
---|---|---|---|
Requirements | |||
Strength | 4 | Skill | Energy Weapons 75 |
Ammunition | |||
Ammo Type | Small Energy Cell | ||
Capacity | 15 | ||
Ammo Use Per Shot | 3 | Regen Rate | N/A |
Attack Stats | |||
Base Damage | 40 | DPS | 112 |
Damage Per Projectile | 40 | # of Projectiles | 1 |
Crit Damage | 40 | Crit % Multiplier | x2.5 |
AP | 25 | Min. Spread | 0.25 |
Limb Damage Multiplier | 1 | Rate of Fire | 1 |
Other Stats | |||
Weight | 3 | Value | 3500 |
Item HP | 250 | Sight FOV | 65 |
Repair | Pulse Weapons | ||
FormID | ##F00058 | ||
Weapon Mods | |||
Reflex Sight | Increase Zoom | 15 | |
GECK Data | |||
Animation Type | OneHandPistol | ||
Hand Grip | DEFAULT | ||
Attack Animation | AttackLeft | ||
Reload Animation | ReloadK | ||
Noise Level | Normal |