Modified single action revolver that fires more powerful rifle cartridges, but kicks like a mule.
Based on the design of the Caldwell Conversion Pistol, the Caldwell Conversion Uppercut differs predominantly from the original in that, being designed for use with rifle bullets, the drum is elongated in order to maintain the velocity of the shot. The Uppercut is also known to have a more powerful recoil than the original Conversion. It is, however, quite rare, as its production was cut short by a fire in the Caldwell factory.
Statistics for Caldwell Conversion Uppercut in Hunt: Showdown
Rate of Fire
Heavy Melee Damage
2 challenges from "Book of Weapons" after Rank 22
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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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