Sawn-off, rapid firing, pump-action shotgun. While sacrificing accuracy and ammo capacity, the added foregrip keeps recoil under control in close quarter combat.
Following the breakdown of the United States Army contract, Merlin Specter pursued other avenues to profit from his invention. Observing the popularity of sawn-off shotguns throughout the commercial market, as well as among law enforcement in the growing cities, he worked on a compact adaption of the Specter 1882. Originally the idea of shortening the pump action was also toyed with, though in the end this proved to be unfeasible. Instead, the barrel and stock were simply shortened and removed, respectively. Following this, trials proved that the action was awkward to work without reinforcing the butt of the shotgun against the shoulder. To compensate for this, those issued these firearms in the field added an improvised foregrip.
Statistics for Specter 1882 Compact in Hunt: Showdown
Rate of Fire
Heavy Melee Damage
1 challenge from "Book of Weapons" after Rank 58
Work with Traits
Iron Devastator Bulletgrubber
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.