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Pipe revolver pistol

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Pipe revolver pistol
Fo4 Pipe Revolver.png
TypePistol
Damage
Damage24
Damage TypeBallistic
Attacks
Ammo Type.45 round
Ammo Cap.6
Attack Rate3.33 rps
Range
Short barrel: 32.9 m (107.94 ft)
Long barrel: 58.49 m (191.9 ft)
AP cost35
Weapon Modification
SlotsReceiver
Barrel
Grip
Sights
Muzzle
Other
Weight4
Value25
Technical
Editor IDPipeRevolver
Base ID0014831b
 
Gametitle-FO4.png
Gametitle-FO4.png

Pipe revolver pistol is a weapon in Fallout 4.

Background

Like other pipe pistols, pipe revolvers are crude, makeshift weapons manufactured by resourceful smiths even before the Great War. Revolvers are known to have been crafted in gangland Detroit.[1]

Characteristics

A more powerful alternative to standard pipe pistols, the revolver is not semi-automatic, but packs a larger punch; of course there are plenty of mods available to further increase its versatility. It holds six rounds and being a revolver, it does not have magazine mods.

By default, the revolver fires .45 rounds, which are objectively more rare than the pipe pistol's default .38 round. Still, the revolver's receiver can be adapted to fire .38 or .308 ammunition, resulting in a .38 revolver or a .308 revolver. For pistol users, a .308 revolver is much more useful than the bolt-action pipe pistol, and does more damage per shot to boot.

Mods

All numbers are relative to the base stats.

Receiver

Slot Effects Damage Fire Rate Accuracy Weight Value Resources Required Perks
Standard +2.5% +2.5% 1x Gear
2x Oil
1x Screw
2x Steel
None
Light Frame -25% AP cost

-5% aiming speed

-10% -5% iron sights transition -50% +10% 1x Adhesive
1x Gear
2x Oil
1x Screw
2x Steel
Heavy Frame +25% AP cost +10% +5% iron sights transition +50% +15% 1x Adhesive
1x Gear
2x Oil
2x Screw
3x Steel
Calibrated +100% critical damage +10% +10% +25% 3x Adhesive
3x Gear
2x Oil
3x Screw
3x Steel
Hardened +25% +15% +35% 3x Adhesive
4x Gear
3x Oil
3x Screw
4x Steel
Powerful +50% +25% +55% 3x Adhesive
4x Aluminum
3x Gear
3x Oil
4x Screw
Gun Nut 2
Calibrated Powerful +100% critical damage +50% +10% +35% +70% 4x Adhesive
5x Aluminum
3x Gear
3x Oil
4x Screw
Gun Nut 3
.38 Receiver Rechambers to .38 caliber -25% +45% +85% 4x Adhesive
6x Aluminum
4x Gear
3x Oil
5x Screw
.308 Receiver Ammo type changed to .308 round

+25% reload speed

+75% +25% +45% +95% 4x Adhesive
6x Aluminum
4x Gear
3x Oil
5x Screw

Barrel

Slot Effects Range Accuracy Weight Value Resources Required Perks
Stub Barrel -15% AP cost 6 x Base +25% accuracy

-10% recoil

+2.5% 1x Screw
1x Steel
None
Short Barrel -10% AP cost 9 x Base +10% accuracy

-10% recoil

+25% +10% 1x Adhesive
1x Screw
2x Steel
Short Light Barrel -15% AP cost

-3% iron sights transition

9 x Base +10% accuracy

-10% recoil

+15% 2x Adhesive
2x Copper
1x Screw
Long Barrel +10% AP cost

+3% iron sights transition

16 x Base +40% sighted accuracy

-50% hip fire accuracy

-15% recoil

+50% +20% 2x Adhesive
2x Screw
4x Steel
Long Light Barrel 16 x Base +40% sighted accuracy

-50% hip fire accuracy

-15% recoil

+25% +25% 2x Adhesive
2x Copper
1x Screw
Gun Nut 1
Short Ported Barrel -10% AP cost

-3% iron sights transition

9 x Base +10% accuracy (sighted)

-25% recoil

+30% +25% 3x Adhesive
5x Copper
3x Screw
Gun Nut 2
Long Ported Barrel +10% AP cost

+3% iron sights transition

16 x Base +40% sighted accuracy

-50% hip fire accuracy

-25% recoil

+50% +40% 4x Adhesive
5x Copper
3x Screw
Long Finned Barrel +10% AP cost

+3% iron sights transition

16 x Base +40% sighted accuracy

-50% hip fire accuracy

-15% recoil

Aim cone doesn't increase while firing

+50% +45% 5x Adhesive
3x Aluminum
6x Copper
4x Screw

Grip

Adding a stock will turn the pistol into a Pipe revolver rifle.
Slot Fire Rate Accuracy Weight Value Resources Required Perks
Standard Grip -10% AP cost +2.5% +2.5% 1x Screw
1x Steel
None
Comfort Grip -10% AP cost +5% accuracy (hip fire)

-5% recoil

+5% +10% 1x Adhesive
1x Screw
1x Steel
Standard Stock +20% AP cost

+10% iron sights transition

+7% stability

+40% sighted accuracy

-20% recoil

+2.5% +2.5% 3x Adhesive
4x Copper
3x Screw
Sharpshooter's Grip -15% AP cost +15% accuracy (hip fire)

-15% recoil

+10% +25% 2x Adhesive
1x Cork
1x Rubber
2x Screw
3x Wood
Gun Nut 1
Marksman's Stock +20% AP cost

+10% iron sights transition

+9% stability

+40% sighted accuracy

-25% recoil

+40% +40% 4x Adhesive
5x Copper
2x Cork
3x Rubber
3x Screw
Gun Nut 2
Recoil Compensating Stock +20% AP cost

+10% iron sights transition

+7% stability

+40% sighted accuracy

-30% recoil

+45% +50% 5x Adhesive
6x Copper
2x Cork
4x Rubber
4x Screw
Gun Nut 3

Sights

Name Effects Optics Accuracy Weight Value Resources Required Perks
Standard Sights +2.5% +2.5% 1x Adhesive
1x Steel
None
Glow Sights +10% (sighted) +2.5% +10% 1x Adhesive
1x Nuclear Material
1x Steel
Reflex Sight -15% AP cost

-10% iron sight transition

1.5x scope +15% (sighted) +10% +25% 2x Adhesive
3x Aluminum
2x Screw
Glow Reflex Sights -15% AP cost

-10% iron sight transition

1.5x scope +15% (sighted) +10% +30% 2x Adhesive
3x Aluminum
1x Nuclear Material
2x Screw
Short Scope -20% base stability

+30% AP cost

+10% iron sight transition

4x scope +20% (sighted) +20% +20% 1x Adhesive
1x Glass
1x Screw
1x Steel
Medium Scope -20% base stability

+40% AP cost

+15% iron sight transition

6x scope +20% (sighted) +25% +40% 2x Adhesive
3x Aluminum
2x Glass
1x Screw
Gun Nut 1
Long Scope -20% base stability

+50% AP cost

+20% iron sight transition

10x scope +20% (sighted) +30% +50% 3x Adhesive
4x Aluminum
4x Glass
2x Screw
Gun Nut 2
Short Night Vision Scope -20% base stability

+30% AP cost

+10% iron sight transition

4x scope +20% (sighted) +20% +65% 3x Adhesive
2x Glass
1x Nuclear Material
2x Screw
2x Silver
Gun Nut 2
Science! 1
Medium Night Vision Scope -20% base stability

+40% AP cost

+15% iron sight transition

6x scope +20% (sighted) +25% +75% 5x Adhesive
1x Circuitry
1x Fiber Optics
4x Glass
2x Nuclear Material
3x Screw
3x Silver
Long Night Vision Scope -20% base stability

+50% AP cost

+20% iron sight transition

10x scope +20% (sighted) +30% +85% 6x Adhesive
2x Circuitry
2x Fiber Optics
5x Glass
3x Nuclear Material
3x Screw
Gun Nut 3
Science! 1
Short Recon Scope -20% stability

+30% AP cost

+10% iron sights transition

x4 zoom

(monochrome, target tracking)

+20% sighted accuracy +35% +100% 6x Adhesive
3x Circuitry
5x Crystal
3x Fiber Optics
4x Nuclear Material
4x Screw
Long Recon Scope -20% stability

+50% AP cost

+20% iron sights transition

x10 zoom

(monochrome, target tracking)

+20% sighted accuracy +35% +100% 6x Adhesive
3x Circuitry
5x Crystal
3x Fiber Optics
4x Nuclear Material
4x Screw

Muzzle

Slot Effects Range Weight Value Resources Required Perks
Small Bayonet +50% bash damage -1 x Base +10% +10% 1x Adhesive
1x Screw
3x Steel
None
Large Bayonet +100% bash damage -1.5 x Base +25% +20% 2x Adhesive
2x Screw
4x Steel
Compensator +15% better recoil per shot

+75% better recoil arc

-1 x Base +20% +50% 3x Adhesive
2x Screw
3x Steel
Gun Nut 1
Muzzle Break +20% better recoil per shot -1.5 x Base +20% +75% 3x Adhesive
4x Aluminum
3x Screw
Gun Nut 2
Suppressor +25% better recoil per shot

Weapon is suppressed to Quiet

-2.5 x Base +25% +100% 4x Adhesive
5x Aluminum
4x Plastic
4x Screw
Gun Nut 3

Notes

  • It is impossible for this weapon to fire fast enough to make use of the finned barrel's zero spread increase per shot (a.k.a. "bloom"). After firing, the shot dispersion indicator fully returns to normal before the revolver can be readied for another shot.

Locations

References