Weapon project by "Hunt: Showdown Encyclopedia"

Quad Derringer in Hunt: Showdown

Quad Derringer
A small, light pistol that is easy to carry and conceal. Holds four shots. Twelve additional rounds carried.
A four-shot palm pistol, the Derringer is easy to carry and often considered more tool than weapon. A Derringer is generally defined as the smallest usable handgun for any given caliber of ammunition. Though the original design was for a single-shot, single-barrel firearm, this particular variation quadruples the weapon's firing power without adding significantly to its weight.

The term "derringer" is actually a misspelling of the last name of Henry Deringer, a manufacturer of small pistols. The gun was so popular that it was often copied, and the name has become the common term for any small firearm. Though easy to carry, it is not an offensive weapon as its shot is quickly spent, it is slow to reload, and it is accurate only in close range.

Statistics for Quad Derringer in Hunt: Showdown

Ammo 4/12
Damage 74
Effective Range 52 m
Rate of Fire 130
Reload Speed 3 s
Muzzle Velocity 130 m/s
Handling 59 %
Melee Damage 13
Heavy Melee Damage 31
Price 30
Unlock Rank 66
Slot Size
Work with Traits no
Legendary Weapons Silver Quarter
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.
Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.
Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.
Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread. For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles.
Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown.
Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
Damage per Tick. Damage while affected.
Effect Duration. Units: s (seconds). The time the effect lasts in seconds.
Effect Radius. Units: m (meters). Effect radius in meters.

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