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Hot Dogs, Horseshoes & Hand Grenades/Revolvers

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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As mentioned in the previous sub-page, revolvers occupy their own subcategory of handguns.


The first (and largest) revolver added in Update #79 was a fictional design known as the "B-600", chambered in a proprietary ".600 Magnum Bolt" cartridge. It is based on a design called the "M500", created by 3D artist Axel Kraefft, albeit scaled up to its new, larger cartridge, and given a different finish.

Well, I've got good news and bad news. The good news is that the future will still have good enough taste to appreciate deep-blued revolvers.
The bad news: they still think gangsta-firing is cool.
Popping open the B-600; impressively enough for a revolver of its size, it holds a full six rounds, rather than five as one might expect.
Loading in some of the stupendously enormous .600 Magnum Bolt rounds; these are of the JHP variety.
Lining up the glowing blue 3-dot sights...
...and sending a whole lot more glowing blue dots out of what was once a Sosig's head.
Loading in another round; this one is an armor-piercing round.
Even the toughest of enemy chestplates can be cleanly punctured by it, leaving them with a mere few seconds of consciousness before expiring of mustard loss.
The third and final variety of ammunition is one unique to the .600 round, being this fluorescent blue-tipped projectile.
While it may seem at first to be rather anticlimactic, simply sticking enemies with a white glowing dart (or, on some occasions, bouncing it off of them)...
...this impression is rather quickly shattered as it explodes mere seconds later, reducing the target to a cloud of smoke and gibs.

Chiappa Rhino

Update #39 added the Chiappa Rhino to the game's arsenal; rather than simply choosing one version, H3 made the rather impressive choice of adding all of them - the 20DS, the 40DS, the 50DS, and the 60DS.

Chiappa Rhino 60DS - .357 Magnum
We've got Papa Rhino...
Chiappa Rhino 50DS - .357 Magnum
...Mama Rhino...
Chiappa Rhino 40DS - .357 Magnum
...Junior Rhino...
Chiappa Rhino 20DS - .357 Magnum
...and the ever-adorable Baby Rhino.
One big, happy Rhino family. Cue the impossible-to-get-out-of-your-head intro theme!
Right, enough hoping for more good family-based sitcoms. Back to work.
Loading the 60DS with a speedloader; this 6-shot .357 speedloader was added along with the Rhino, since the Rhino was the first 6-shot .357 added to H3.
Cocking the Rhino's "hammer"...
...which immediately falls back forward, because it's not actually a hammer. This is one of the Rhino's unique features; instead of an external hammer, it has a shrouded hammer with an external cocking lever, which is always down (regardless of the hammer's position), unless it's actively being pulled back.
Attempting to scare a target into submission with a well-executed Harries technique (which actually works in-game; 2-handed handgun stabilization can be performed with certain objects in the off-hand, including flashlights).
With this inevitably failing, seeing as paper targets are only scared of the FBI technique, other methods become necessary.
Papa Rhino spills his spent casings all over himself, while a laugh track plays in the background NO. Just accept it, man. We're never going to have another That 70's Show. Just move on.

Colt 1851 Navy (Richards-Mason Conversion)

Among the numerous revolvers added in Update #79 was a Colt 1851 Navy with a Richards-Mason cartridge conversion.

Colt 1851 Navy with Richards-Mason cartridge conversion (modern reproduction) - .38 Long Colt
Examining the converted Navy. Note the non-standard grip insert, possibly a medallion of some kind.
The finish is also rather... bronze-ish.
Opening up the loading gate.
Loading in some .38 rimfire rounds - seven, to be exact.
Lining up the sights; they're rather small, as one would expect from a revolver of this era.
And speaking of things one expects from an old revolver...
And speaking of speaking of things one expects from an old revolver...

Colt Detective Special

The Colt Detective Special was added on Meatmas Day 2020.

Colt Detective Special 3rd Gen - .38 Special
Awww... the wittle Colt wants to play detective. How cute.
It may not be very big, but you can't deny that the Detective Special looks sleek.
You know what the Detective Special is big on though? FIGHTING CRIME!
"Dispatch, we have a suspect Meatmas light on 5th and Main, sending a speedloader for backup."
"HALT! YOU'VE VIOLATED THE LAW! I've got you in my sights, so don't do anything stupid!"
"Phew... that was one tough light, I had to empty my gun just to bring it down. But it's all in a day's work."

Colt Python

The 1st alpha build of Update #70 brought along another much-requested addition, a Colt Python, with wooden grips, an 8-inch barrel, and a nickel finish.

The "Meat Fortress" Team Fortress 2 crossover event added a replica of that game's Spy's Revolver, a stylized Python with pearl grips, a 6-inch barrel, and a deep-blued (i.e. nearly black) finish. A variation thereof was added in Update #86, under the name "Le Petite Liaison"; Le Petite Liaison features a nickel finish, a shortened barrel (roughly 4"), no sights, an integrated laser, and a bobbed, shrouded hammer.

Colt Python with 8" barrel and nickel finish - .357 Magnum
Admiring the Python. At full size, "PYTHON 357" can just be made out on the barrel.
Also visible is the revolver's very well-polished finish.
Swinging open the cylinder.
Loading in 6 rounds with the aid of a speedloader; these are the same ones used by the aforementioned Chiappa Rhino family.
Putting the cylinder back in its place, with the unfortunately-ever-popular wrist-flick method. To be fair, it's not like you have to worry about messing up the timing of a revolver that doesn't physically exist.
Taking a look through the irons...
...and putting a round through the target. Gotta practice for those bullsquids.
6 imaginary bullsquids means 6 spent casings, and that means that a push on the ejector rod is merited.
Colt Python with 8" barrel & factory scope - .357 Magnum
While the Rhino 60DS above and the S&W R8 below have top-mounted rails, the Python is unique in its ability to mount a dedicated scope...
...a familiar sight for fans of a certain game's multiplayer.
The scope has a duplex-style crosshair reticle, and is fixed at 2x magnification. It's surprisingly useful at an arm's length...
...which is good, as holding it much closer would leave the user with a nice circular bruise around their dominant eye.
Eye uninjured, our hero celebrates by giving the revolver a twirl.


Colt Python with 6" barrel and ivory grips - .357 Magnum
While stylized like the rest of its arsenal, the Python is definitely one of TF2's game's more recognizable weapons.
The revolver's other side. Note that, for some reason, the grip medallion features a Ruger-esque logo, despite the fact that they're not the manufacturers in reality or in-game.
Taking a close look at the revolver's cylinder and crane. The Revolver was one of the more onerous weapons to adapt for VR, as its only original moving part was its cylinder; this required a great deal of model alteration to make the crane actually swing out properly.
The barrel also had to be altered (the rear end's hole being just barely visible at full size), as it wasn't properly lined up with the cylinder. Which is, for those unaware, a bit of a problem.
The revolver's star extractor had to be cut out of the cylinder, with the ejector rod altered to be a separate part...
...and, of course, the hammer and trigger had to be made movable (the latter presumably having a spectacularly crisp, clean pull, if the the distance it can physically move is any indication). Quite a task, indeed.
Loading the revolver; its proprietary ".366 Ultra Magnum" round hadn't been implemented in this build, so it used .44 Magnum as a placeholder.
Aiming the weapon, lining up the thin front post in the center of the rear notch. This isn't actually how you're supposed to aim the revolver, however...
...this is. One of the features of the original model that wasn't changed was the unalignable set of sights (lead developer Anton Hand believing that it'd alter the weapon's distinctive silhouette), so lining up the sights properly consists of centering the base of the front sight in the rear notch, rather than the front sight itself.
Pulling back the trigger, with the hammer and cylinder slowly coming into line.
Once it all lines up, the hammer slips off the sear, and the Engie-Sosig loses his head.
In other news, this is a thing.
Upon its release it got speedloaders, in line with how the weapon is used in TF2. 6 rounds go in at once...
...and then come right back out, sans bullets. The long, thin profile of the .366 Ultra Magnum round is visible here, somewhat reminiscent of the .357 Maximum.
It should also be noted that the Revolver is one of H3's few revolvers that allows for the attachment of suppressors; its justification is largely simply the inherently cartoonish and nonsensical nature of TF2 as a whole, though lore-wise it's probably due to Australium or something. This particular can is designed specficially for it (though others will work as well), another one of the set added back in Update #83.

"Le Petite Liaison"

And hey, while we're making the thing bigger, why don't we make it smaller as well?
Yep, definitely smaller. Note the short tube in front of the trigger guard; this is the integrated laser sight...
...which is convenient, especially since it's the only form of sight that the gun has.
Examining a specially-set-up speedloader (since manual loading of these was another feature brought along by Update #86); aside from 3 standard FMJs, there's one of each of the concurrently-added special .366 ammo types. The blue needle-pointed one is a Riposte, the short gray one with a yellow tip is a Salut, and the purple semi-wadcutter is a Debuff.
Loading in this cocktail of ammunition...
...and then getting teleported somewhere else entirely. No, this is (thankfully, yet somewhat disappointingly) not the effect of any of the special rounds; rather, it's simply a stylistic choice, and definitely has nothing to do with a cursor that found its way into the originally-planned gameplay recording. The round at work here is a Riposte; in spite of the impressive visual effects, the practical effect on target here is next to nothing, with the Sosig in focus not even getting knocked down by this shot - though the Liaison's lower muzzle velocity (and correspondingly lower damage) compared to the standard Revolver probably doesn't help in this regard.
However, the primary factor in this general unhelpfulness is that that's not even what the Riposte round is meant for; it's actually an anti-materiel round, with each shot disabling buildings in a small radius for a few seconds - enough time to either sneak by or go in for a more permanent shutoff with the also-added-in-this-update Electro-Sapper.
Dumping out a few more spent Riposte rounds that somehow found their way in there; the four ammunition types differ only in their projectiles from a visual standpoint, with their cases being identical. And yes, the Petite Liaison can take suppressors too; this is one of two "generic" TF2-styled suppressors added in Update #83, with a fair amount of visual influence from the Soviet-era PBS-1.
The Salut round is a less-lethal flashbang round with a small blast radius - again, great for getting close to enemies, not for actually directly killing them.
And, last but certainly not least in any way except muzzle velocity, there's the Debuff. With a muzzle velocity on par with the opening pitch at a third-grade teeball game, and an arc like the rainbow that it forms the untouchable bottom caste of, the Debuff's debuffs seem to make it all but entirely worthless.
However, to stop there would be to ignore the upside of the story; the Debuff round (as the name would imply) removes any buffs on a target, up to and including the otherwise-unbreakable Übercharge effect from the now-backpackless Medigun (which is green here, since the player lacks a "team" by default in the Proving Grounds). A powerful, if situational, tool of the trade.

Colt Single Action Army

Update #42 made the Colt SAA available for use in-game, specifically the 5.5" barreled model; this was the first single-action revolver added to H3. Of note is that the weapon will fire if it is dropped on the hammer, provided that the hammer is uncocked and resting on a loaded chamber. This interesting, realistic touch is a trait shared by some of the other single-action revolvers added to the game later, for example the Reichsrevolver M1879; Update #79 further expanded upon this by limiting it to the older single-actions, with more modern revolvers (such as the Model 83 below) featuring transfer-bar safeties to prevent accidental discharges.

The SAA was actually present in the game long before Update #42, albeit not in physical form; the "Amendment 35" poster in the indoor shooting range features 2.

Colt Single Action Army with 5.5" barrel known as the "Artillery" model - .45 Long Colt
Pressing the appropriate touchpad key readies the weapon for loading and unloading, half-cocking the hammer and opening the loading gate.
Loading the revolver. As expected, the weapon holds more than enough rounds to kill anything that moves- which is to say, 6.
Pointing the SAA at a target.
Fanning the SAA's hammer. A fast, enjoyable way to fire, if not a terribly accurate one.

Continental Arms Ladies' Companion

Added in Update #79, the Continental Arms Ladies' Companion makes its media debut in H3; at the time of its introduction, it held the distinction of being the game's oldest firearm (dating to the 1860s), taking that title from the earlier-added Remington Rolling Block pistol.

Continental Arms Ladies' Companion - .22 RF
Just what the doctor ordered.
After all, lady or otherwise, we could all use a little companion in our lives.
Loading in some .22 rounds. While the original weapon used .22 RF, the in-game one initially used .22 LR (implying either re-bored chambers or a modern reproduction); later on in Update #105's first experimental build, this was swapped for the more appropriate .22 Short. Additionally, the loading state consists simply of half-cocking the hammer, as the Ladies' Companion has no loading gate.
"Aiming" the handgun; being a small-caliber pocket pepperbox intended for close-range self-defense, the Ladies' Companion lacks sights of any sort, making aiming rather tricky.
Pulling the short, sheath-style trigger produces a puff of smoke, with very little movement of the gun, hammer, or surrounding air.
Ejecting spent cases; lacking an ejector rod, the Companion is presumably unloaded primarily via fingernails and swearing.

Dardick Model 1500

Added in Update #99's 5th alpha build as a rather belated reward for the winner of the Meatmas postcard contest back in 2016, the Dardick Model 1500 magazine-fed revolver (yes, you read that right) makes its first known media appearance in H3VR. Two versions are available - the standard revolver, and a version fitted with the "Switch-Hitter" carbine conversion kit (a factory option); both chamber the .38 Tround cartridge, a round understandably used by nothing else in the game.

Dardick Model 1500 - .38 Tround
Behold, the FUTURE!
Or, at least, one man's idea of the future, circa 1950s. Which, like many 50s-era futures, never came to be.
Opening up the Dardick for loading is simple: just push down the gray button to expose the revolver's cylinder...
...and then shove 13 rounds of proprietary brass-headed polymer-bodied cased telescoped ammunition into the integral double-stack magazine. Truly, the best bits of a revolver and a semi-auto, all wrapped up into one - the Edsel of handguns, if you will.
Taking a close look at the side of the Dardick shows off the markings on the barrel, and the large screw on the rear of the frame that (on the real weapon, at least) allows the firing pin to be swapped between centerfire and rimfire modes (the latter of which was meant for use with .22 Tround ammo, which is really just .22 LR shoved into a Tround-shaped sleeve). Pulling the trigger while doing so additionally shows off the distinctive blue-green color of a Tround's Celanese Fortiflex outer wall as it passes by the witness hole in the frame on its way to the 12 o'clock cylinder position.
It also shows off why you don't demonstrate a revolver's action while it's loaded with live ammo. And why you should always double-check to make sure you've turned off bullet trails before you start collecting screencaps.
Cocking the hammer again (without pulling the trigger this time); while it does automatically extract and eject spent cases, it ejects them from the 4 o'clock position of the cylinder, meaning that ejecting a fired round requires indexing the next one.
Aiming at a lamp, and demanding that it explain where it's getting its power from; for all the unusual features it possesses, the Dardick uses a relatively simple, bog-standard notch-and-post sight setup.
Dumping some Trounds into the offending light fixture for refusing to answer. This sort of screenshot looks relatively typical for an autoloading handgun from the previous page, until you remember that (as mentioned above), unlike an ordinary autoloader, the round being fired and the round being ejected are not the same. Accordingly, achieving a screenshot like this requires a quick trigger finger, and some good timing. Or just trying a bunch and picking the one that looks best.
Dardick Model 1500 with "Switch-Hitter" carbine kit - .38 Tround
Looking over the Dardick carbine in the indoor range, for reasons totally unrelated to its absence from the item spawner upon its introduction.
If there ever were a pistol-carbine that was more transparently a pistol in a simple carbine kit than this, it'd scarcely be anything more than a pistol with a stock and long barrel attached with tape.
Accordingly, the manual of arms is identical for everything that doesn't involve the stock or forend; this includes opening up the loading port cover, which is accomplished by pushing the same small gray button down.
The next step, then, is to figure out what this thing is.
The answer, as anyone who looked at the name of the previous screenshot would know, is a stripper clip; these work with both the revolver and the carbine (in case you somehow thought they didn't), and hold 10 rounds - perfect for a gun with a 13-round magazine.
"But wait!", you yell. "Doesn't the Dardick Model 1500's name come from the fact that it holds 15 rounds?"

Well, to that I say "you don't need to yell, I'm right next to you." But yes, it does - the other two have to be loaded individually, with one going in the exposed chamber...
...and the other one going in the other exposed chamber, which first has to be exposed by cocking the hammer, thus rotating the previous round into the path of the hammer. It should go without saying, but when you're doing this, be careful - we wouldn't want a repeat of the sixth screenshot down, now would we?
Closing the cover with an ill-advised flick of the wrist; while not as bad as a traditional revolver (since timing isn't really an issue with a simple action cover), it's still a shame that there's no other way to close this in-game. These are collector's items, after all.
Aiming the magazine-fed revolver-carbine; while the sights have been relocated, they're ultimately still the same wide-open notch-and-post setup as the original handgun's.
That being said, the longer barrel, forend, and stock all make for an overall easier shooting experience than that of the handgun. Which, in turn, makes getting a good firing/ejecting screencap easier as well.
Oh, and if all this weren't sufficiently silly for you, the largely-sealed design of the Dardick means that it (in both handgun and carbine forms) can take suppressors. Do with this information what you will; whatever you do, I'm not liable.

Freedom Arms Model 83

Added in Update #79, the Freedom Arms Model 83 is one of H3's two first firearms chambered in .454 Casull (a round which had been added a while earlier).

Freedom Arms Model 83 - .454 Casull
Admiring the Model 83, looking as lovely as it is well-polished.
Seriously, don't look at this thing in direct sunlight without a welding mask. Or at least a Reagan mask.
Opening up the loading gate, and half-cocking the hammer.
Loading in some solid-lead .454 rounds.
Taking aim...
...and blasting a hole in an off-duty target. To be expected from the most powerful production revolver of its time.
Popping out all five spent casings, one at a time; if manually hitting the ejector rod with the off-hand isn't your style, the cases can alternatively be removed by pulling the main hand's trigger, apparently meant to represent the user wrapping their index finger around the end of the ejector rod.

LAPD 2019 Blaster

Update #43 introduced the LAPD 2019 Blaster from Blade Runner, referring to it as the "LAPD 2019 Special" (another one of its common names). It is perhaps one of the most intricate depictions of the weapon in any piece of media (and, when it was introduced, the most complex firearm in the game):

The weapon, at its core, is a 5-shot, swing-out cylinder DAO revolver, chambered for the proprietary (and fictional) 10mm DSM (Discarding Sabot Magnetic) cartridge. This cartridge has a variety of available ammo types, including:

  • "Slugger" rounds (the weapon's default ammunition type; a hard-hitting, high-impact round),
  • Fragmentation rounds (yes, the weapon can fire grenades),
  • "Swarm" rounds (multi-projectile, shotgun-like rounds),
  • Tracer rounds,
  • "Turbo Penetrator" rounds (a high-velocity armor-piercing round that doesn't impart much energy, but can penetrate a variety of targets),
  • and highly sensitive, surface-adhering, low-velocity, motion-sensitive proximity mine rounds (while the sensitivity is nice for dealing with enemies, it also means that they can be detonated by other things, including miscellaneous nearby moving objects, other proximity mines as they fly through the air, and even simply being fired in the charged mode, meaning that their sensitivity can be either a benefit or a hazard).

Furthermore, the hollow underneath the weapon's barrel is storage for the weapon's batteries (which bring the profile fully into line with the original prop, complete with LEDs that change color as the battery loses charge) used in the railgun-assisted mode, which dramatically increases muzzle velocity, at the cost of creating massive amounts of heat (as one would expect from a railgun).

To help slow the weapon's overheating, heat sinks (called "thermal clips" in-game) are placed into what was the Steyr Mannlicher Model SL's chamber on the original prop (the bolt handle is turned to expose the heat sink, and pulled back to eject it if necessary); these have to be replaced regularly to prevent the weapon from overheating critically. As the weapon overheats, its barrel will begin to put off steam, then glow progressively brighter and brighter, while the accuracy and battery efficiency suffer; eventually, if the weapon reaches its highest heat level, its barrel will be permanently damaged, causing a significant drop in accuracy even after the weapon cools down.

The original prop from Blade Runner.
This weapon can either be viewed as the result of countless years of scientific research and development, or as the result of firearm kitbashing, but either way, it's undeniably beautiful.
The revolver's cylinder, open and ready for loading. Note the red dot on the ground; this is from the weapon's integrated laser sight (the small rod just to the left of the cylinder, with a red end), which is active whenever the weapon is held.
The various ammo types available for the weapon. From top to bottom: Swarm-Shot, Slugger, Fragmentation, Prox-Mine, Tracer, and Turbo-Penetrator. Decisions, decisions...
Loading the weapon up with some "Slugger" rounds.
Firing the weapon. The fact that this is a faithful recreation of the original movie prop means that it doesn't have any iron sights, though the integrated laser makes that a bit of a moot point.
As impressive as the weapon is, one can't help but feel like something's missing...
Ahh, much better!
A closeup of the battery. The color of the LEDs changes as their power is drained; they start out green, changing to yellow, orange, and eventually red when empty. The markings read "L.A.P.D. MODEL 2019 A.N.2. 10MM DSM".
Firing a charged shot from the LAPD produces some impressive particle effects. The back of the laser sight doubles as a capacitor charge indicator; when the weapon is set to auto-charge, there is a short, but noticeable, delay between shots, wherein power is drained from the battery and transferred to the capacitor.
Opening up what was once a chamber reveals the downside of this increased power is an increase in excess heat, which is stored in these heat sinks. The markings here read "MADE IN CALIFORNIA" and "10816", the latter presumably being a serial number.
Failure to replace the heat sinks frequently enough results in... this.
If this problem is ignored even further, it only gets worse; the particles close to the weapon are actually pieces of the inside of the barrel, the ejection of which has a rather predictable effect on the weapon's accuracy.
Firing a proximity mine round, whilst simultaneously ignoring just about every rule of every shooting range ever. The mine is the red hexagonal object, currently flying through the air. How an object that size can fit into a 10mm barrel is anybody's guess.
The blast of the aforementioned mine, which was detonated by throwing a spare round at it.

Magnum Research BFR

Update #77's first alpha build added an engraved, gold-decorated Magnum Research BFR in .45-70 Government, a much-requested addition.

Magnum Research BFR - .45-70 Government
"To the town of Agua Fria rode a stranger one fine day..."
Or was it the town of Bitter Springs?
Popping open the loading gate, and (simultaneously) setting the hammer to its half-cock notch; the weapon works more or less identically to the earlier-added SAA in terms of controls.
It even uses the same diameter of bullet, albeit with a substantially larger case.
Cocking the Big Frame Revolver's hammer.
Aiming through the somewhat small irons...
...and fixing the timeline. Yes, it does kick this hard.
Popping out some spent cases with the help of the ejector rod.
If your rifle-caliber revolver isn't massive, heavy, and awkward enough, you can always turn to attachments. The top rail allows for optics, like this Trijicon SRS02, while the barrel can mount attachments like muzzle brakes and suppressors; while the latter would normally be impossible due to the gap between the cylinder and barrel, the BFR's tight cylinder gap and relatively low-pressure cartridge make the combination somewhat more effective than one might think, as testing has shown.

Mateba Sei Unica

Added in Update #79, the much-requested Mateba Sei Unica is available in H3, chambered in .357 Magnum. Notably, the game simulates the Sei Unica's self-cocking nature, but not the reciprocation of its barrel and upper frame; the stated reasons for this are the additional coding complexity (and performance taxation) mandated by such a system, and the fact that the total cycling process takes less than one ninetieth of a second (which would make it impossible to see on most current-gen VR headsets anyways). This was changed in Update #99 Alpha 5, with the reciprocation slowed down enough to be visible in VR.

Mateba Sei Unica with 6" barrel - .357 Magnum
Admiring the Mateba. It truly is a thing of beauty.
Makes the name all the more fitting.
Opening up the cylinder, which reveals more detail than one would expect for the inside of such an uncommon piece.
Loading in 6 rounds with the aid of a speedloader, of the same sort used by the Python and Rhino; of note is that the latter was designed by the same person as the Mateba, an Italian man named Emilio Ghisoni.
Aiming the Mateba...
...and firing it. Being a 6" .357, the muzzle flash isn't terribly visible, especially since the barrel is lined up with the cylinder's bottom chamber (and thus far from the sights).
Pausing to take a look at the revolver; note that it is now cocked, thanks to the recoil-operated hammer-cocking mechanism.
Popping out the spent cases.
Picking the Unica back up after a few (dozen) updates and patches, and basking in the glory of a recoil-operated revolver's, well, recoil.


This fictional revolver, originally designed by Anton Hand for the game Prodeus, was added in Update #105 Experimental Build 3. It is a massive single-action, top-break revolver taking inspiration from the Webley line, with a "demonic" aesthetic, complete with specialty sounds and visual effects. It chambers the proprietary ".666 Chaos" round (of which it fittingly holds 6), with only one sub-type, "Infernal", being available.

The Mammonth, in its natural habitat - a dimly red-illuminated room in a closed-in, facility-esque map full of monsters inspired by classic 90s shooters.
Picking up the revolver seemingly wakes it up; the segments around the "barrel" begin floating, with red smoke and arcing electricity emanating from within, and a vaguely growly, fleshy sound effect plays. Also, shoutout to whoever took the time to line the two inverted-cross screw slots up on either side of the frame.
Pushing the Webley-style frame latch, and popping open the cylinder...
...before pausing to take a look at some of the completely normal ammunition it fires. Note the lack of a barrel opening in front of the cylinder; this is actually intentional - Mammonth lacks a "barrel" in the conventional sense, with the "projectile" merely serving as a source of power for a primarily energy-based projectile - a bit like a smaller-scale version of the Casaba-Howitzer project, but with what appear to be the souls of the damned in place of nuclear bombs.
Loading in the 6 .666 rounds, pretty much as normal.
Shutting the revolver is likewise a typical affair, if you can ignore the slight biological undertones to the sound it makes.
Attempting to aim the revolver; while aiming any weapon without holding it is a tricky affair, Mammonth simply won't let you - the front sight is attached to one of the floating "barrel" segments, so it doesn't line up with the rear sight unless the gun's "awake".
There we go, much better. (And yes, the sights do glow. Most of this gun does.)
Of course, being a single-action revolver, the hammer has to be cocked for this to mean much; this also shuts the "mouth" formed by the hammer and the top of the grip tang, with a sound that's less of a "click" and more of a "clank". Now might be a good time to mention that, unlike some of the game's less advanced (or perhaps less primordial) single-action revolvers, Mammonth is drop-safe.
Firing Mammonth, with a sound that's part explosion and part anguished scream; even without the SFX, it's easy to see why the round is suffixed "Chaos". This is, in a sense, one of the weapon's balancing drawbacks (both here and in Prodeus) - it's so large, and its firing effects are so flashy, that at times it's genuinely hard to tell what's going on. Especially if you fan-fire it - which, yes, you can do.
Holding the weapon-creature at a different angle while firing shows off another aspect of its VFX; the round leaves behind a trail of glowing, shifting runes, with a small (non-damaging) explosion at the site of impact.
Cracking open the revolver; the ejector star doesn't seem to move during this process, though with Mammonth being what it is, it could very well just be spitting the cases out of its own accord.
Taking a look at a couple of fired cases; there's apparently still some energy left over after the round is fired - though, as anyone who's had a spent case go down their shirt will tell you, this isn't exactly abnormal. There's also clearly a considerable amount of energy in the hammer spring - at least, if the completely punched-in primer is anything to go by.
Demonstrating (emphasis on the first 5 letters) another one of Mammonth's properties; aside from dealing massive amounts of damage per shot, it also has impressive piercing abilities, with a single shot being able to punch through several inches of solid concrete. Notably, the explosion effect and rune-trail don't "follow" the round through the barrier, instead occuring/stopping (respectively) at the location of the first impact. In fairness, it is quite literally demon magic, so it doesn't really need to make all that much sense to mortal minds such as ours.

MP-412 REX

The much-requested MP-412 REX was added in Update #99 Alpha 4. It is the game's first (and only) top-break revolver chambered in .357 Magnum.

MP-412 REX - .357 Magnum
Examining the MP-412 REX on not-quite-top of the Arizona range's climbing structure. These shots would've been from the top, but somebody dropped their climbing axes. And was too lazy to pick them back up.
The opposite side is pretty much identical, so a beautiful sunset has been added to keep things interesting.
Cracking open the REX, and once again lamenting the fact that more modern revolvers don't work this way.
Loading in 6 .357 hollowpoints with the aid of a speedloader...
...and closing the revolver back up.
Immediately attempting to try again for a better closing shot, and promptly remembering how the REX actually works.
After picking up all of that pocket spaghetti, the next logical step is... cooking!

"Wait, no, that says "cocking". Thinking about spaghetti's got me hungry again..."
Speaking of food, there's an intact watermelon in the distance, and that's a problem.
Fixing said problem; being a duty-sized .357, the REX has some decent kick to it.
That round plus 5 more makes an empty revolver, and a perfect excuse to play with the automatic extractor again - with ammo that's actually worth ejecting this time, obviously.
Finishing off the last watermelon in suitably dramatic fashion, firing one-handed while sliding down a rope with the other; rope-sliding was a feature added concurrently with the REX, and that's as good an excuse as any to take a needlessly cinematic shot with it.
As a final note of silliness, the REX could inappropriately equip suppressors upon its introduction; these functioned as "silencers" in the literal sense, removing more or less the entire sound effect of firing the gun. The Silencerco Salvo 12-based "Chuwungus" suppressor shown here was chosen because its profile is similar to that of the MP-412's barrel, and because "Chuwungus" is a funny word.

Nagant M1895

The Nagant M1895 was added through Update #47. It holds 7 rounds of 7.62x38mmR Nagant ammunition, of which only it uses. Notably, it is treated as single-action only, the reasons for this being twofold: the weapon was built to use the same code set as the Colt SAA and Reichsrevolver M1879, and the Nagant has a notoriously heavy trigger pull in double-action due to its unique gas-seal mechanism; while it wasn't the original intended purpose, this also allows the weapon to be effectively suppressed, a capability that is emulated in-game. This single-action behavior could also be indicative of the so-called "Private's Model" variant of the Nagant, which was in fact SAO.

Nagant M1895 - 7.62x38mmR Nagant
The Nagant in-game. An excellent choice for dealing with any approaching soldier, be they enemy or ally.
Loading in a round. The round isn't a spent casing; the brass case of the 7.62x38mm cartridge extends beyond the bullet, in order to make the gas-seal system work.
The Nagant's sights. A bit cramped, but workable.
Interestingly, the Nagant's hammer can be fanned in-game; this is likely the first piece of media wherein such a thing is done with a Nagant.
A closeup of the Nagant's cylinder, which shows an interesting detail: when the hammer is cocked...
...the cylinder actually moves forward, creating a gas-tight seal between the chamber and the barrel.
The Nagant's unique gas seal system also allows for... this.


The OTs-38 was added in the fifth alpha of Update #99. It is the first (and, so far, the only) firearm in the game chambered in 7.62x42mm SP-4 (a round added long before the revolver itself); thanks to this, it is one of the quietest guns in the game (second only to the Welrod with a fresh stack of wipes), and the quietest one that can be fired rapidly.

OTs-38 - 7.62x42mm SP-4
Inspecting the OTs-38. Nifty little thing, isn't it?
And yes, we're in the "Meat Fortress" scene. After all, there's hardly a better place for stealth and revolvers to intersect.
Getting a view that's normally reserved for enemies of the FSB; the OTs-38 fires from the cylinder's 6 o'clock chamber, and the top "barrel" is actually an integral laser sight.
Popping open the cylinder; not only does it atypically swing out to the right instead of the left, but it also pivots at the front instead of swinging sideways.
Loading in a 5-round moon clip of the OTs-38's special 7.62x42mm silent ammo; much as these may resemble spent cases, they're actually live rounds. On a sidenote, the OTs-38 is also H3's first revolver that takes moon clips.
Pivoting the cylinder back into place.
Cocking the hammer; at least this works more or less normally.
Aiming at a wall; the OTs-38 has a nice, clear set of 3-dot irons...
...not that you necessarily need to use them.
Firing off a shot; thanks to its internal piston system, the 7.62x42mm cartridge can propel its projectile without releasing propellant gases, producing no muzzle flash and negligible amounts of sound in the process. Accordingly, this shot was fired at a steel shipping container; without the visible sparks and bullethole, it'd be rather difficult to tell that anything had happened from a still image.
Realizing that none of these shots have happened outside the immediate spawn area, and quickly shoehorning in an in-combat reload; the revolver's moon clips eject automatically upon opening the cylinder, though whether this is a consequence of the side-pivoting cylinder not allowing a conventional ejector rod or the reason that said system was implemented in the first place isn't clear.
Quickly running back to safety, and examining a pair of moon clips; the one on the right contains live ammo, while the one on the left has spent casings.

Reichsrevolver M1879

Added through the long-awaited Update #45, the Reichsrevolver M1879 is available for use in-game, and is (understandably) the only weapon in-game to use the 10.6x25mmR cartridge.

Images courtesy of Reddit user Shubishu.

Reichsrevolver M1879 - 10.6x25mmR German Ordnance
Behold, a revolver that's been around for 139 years, and outdated for just as many.
The other side. Note the unusual presence of a manual safety on a revolver; this can only be engaged with the hammer de-cocked, and doesn't do anything but prevent it from being cocked, making it a bit pointless. Nevertheless, it's rather unfortunate that it's not usable in-game; there's no real way around it, since there aren't any buttons left on the controller to map it to.
Loading in a few 10.6mm rounds. As with the Colt SAA, one-at-a-time gate-loading with the hammer half-cocked is the modus operandi.
Finishing the other half of the revolver's cocking...
...and firing a shot off.
Ejecting a spent case. The Reichsrevolver in-game uses standard ejector rod behavior despite lacking one; the actual ejection method of the Reichsrevolver (using a separate ejector rod - or, for that matter, a stick - to punch out spent cases by hand) simply isn't possible with the game's current code-base.


The other fictional revolver added in Update #79, the "RS-15" is a compact top-break double-action revolver, chambered in .22 Winchester Magnum. The model is an original design from 3D artist Egor Protonov; it was originally chambered in .45 Long Colt, but was scaled down for use in H3.

The RS-15, in all its diminutive (and shiny) glory.
The opposite side, where a Baikal logo existed on the original model. Also note the bluish-black piece between the cylinder and hammer...
...which appears to be a Webley-style frame latch.
Popping in a proprietary .22 Magnum speedloader.
Taking aim; for a snubnose revolver, the sights are quite good.
They also don't move much when firing, which helps.
Owing to its futuristic nature, the RS-15 is capable of accepting suppressors; due to the size and shape of most VR controllers, however, it is often necessary to set the revolver down on a flat surface to do this.
Once attached, the suppressor (a SilencerCo Osprey, in this case) shrinks itself down, better matching the revolver itself in diminutiveness.
Cracking the revolver open after remembering that there were still spent cases in it firing six more shots off, with such incredible stealth and speed that you didn't even notice.

Ruger Blackhawk

Another revolver added in Update #79, the Ruger Blackhawk is available in-game, known simply as the "Hawk357"; as the name implies, it is chambered in .357 Magnum, with a 4-inch barrel, a glossy black finish, adjustable target sights, and wooden grips.

Ruger Blackhawk - .357 Magnum
Examining the Blackhawk. Those polished rosewood grips really tie it all together, wouldn't you say?
A closer look; note that the grip medallion lacks the Ruger logo (as one would expect), instead simply being a flat disc set into the wood.
As with the other single-actions, loading first requires that the loading gate be opened and the hammer half-cocked (both of which are bound to one button in-game)...
...following which rounds can be inserted one-at-a-time.
Exiting the half-cock state closes the loading gate and decocks the revolver, requiring it to be manually cocked, as seen here.
Aiming; the Blackhawk's target sights would be nice anywhere else, but as with all too many guns' sights in this game, they blend right in with the darker center circle of the range target.
Having waited long enough, the hawk swoops in for the kill. A kill on a piece of paper. Dramatic.

Ruger LCR

The first experimental build of Update #102 added a Ruger LCR, specifically the .22 LR version, under the name "LC22r".

Ruger LCR - .22 LR
Examining the shiny new revolver in a not-so-shiny new bunker-house.
Well, in truth, the revolver's not that shiny either, though the lighting's partly to blame for how it looks here.
A curious note: upon introduction, the LCR's hammer could be cocked, despite being completely internal; this was later fixed, so you can just treat this as a shot of someone pulling the trigger partway back instead. Though, as a note of trivia, Ruger does offer a version of the LCR that is capable of this called the LCRx, which features an external hammer spur.
Opening up the cylinder (with the hammer decidedly not cocked)...
...and bringing in a concurrently-added 8-shot .22 LR speedloader, which appears to be a shrunken-down version of the R8's .357 variant.
Gently pushing the filled-up cylinder shut.
Taking aim at a wall; the sights are somewhat small, but serviceable enough for a handgun of this scale.
Punching some holes into said wall - after all, you can't just drill mounting screws straight into flat concrete, and these walls could sure use some picture frames.
8 holes later, the LCR runs empty, and thus has to be emptied of its emptiness. To make it emptier, obviously.

Smith & Wesson Bodyguard 38

One of the gifts from the final day of the 2018 Meatmas event, the Smith & Wesson Bodyguard 38 (not to be confused with the Smith & Wesson Model 38, which is also often called the "Bodyguard") makes its first documented video game appearance in H3VR.

Smith & Wesson Bodyguard 38 - .38 Special
Popping open one of the smaller gift boxes sitting around the Meatmas tree reveals a snubnose revolver, cartridges and all.
Examining the revolver. Something rather strange seems to have happened to the trigger...
Luckily, this doesn't stop you from pulling it. Crisis averted.
Swinging open the Bodyguard's 5-shot cylinder...
...loading in some .38 Special tracer rounds (which do, for the record, actually exist)...
...and closing the cylinder with a wince-inducing flick of the wrist.
Attempting to threaten the ground into giving up its gift cards, which shows off the dot from the revolver's Crimson Trace integrated laser.
These attempts being met with limited success, our merry mugger decides to show he means business by firing his revolver into a wall.
With the ground remaining distinctly unimpressed, the mugger decides to just eject their empties and call it a day.

Smith & Wesson Model 10

A 5"-barreled Smith & Wesson Model 10 is one of the available firearms in-game, added in the Wurstworld update.

Smith & Wesson Model 10 - .38 Special
When presented with such a myriad of wheelgun options as that in Wurstworld, always opt for the gun that cost the most to order from Montgomery Ward.
Taking a look at the revolver's load - 6 rounds of .38 Special, ready for firing.
Aiming the revolver at a metal jug.
6 rounds later, it's time to use this new-fangled "ejector" technology to remove the spent cases.
Giving the now-empty revolver a spin.
On a more modern note, the 5th alpha build of Update #85 added a six-shot .38 speedloader for the Model 10, making it a more viable option for dealing with those pesky Insaucegents,
The model was rescaled in Update #94 to its correct size, as due to a scaling issue it was too small, but apparently the cylinder release hadn't gotten the memo. Here's an M1911A1 for scale.
The Model 10, as well as all other revolvers, was also given a muzzle attachment point (though it still can't take suppressors). And since this is the Tacticool update, we have a muzzle-mounted Bipod, a muzzle-mounted shroud grip, and a rail adapter with a BR4 scope and ARCO red dot sight.
An advantage of mounting a red dot on top of a scope is being able to co-witness targets, as shown here.
Suffice to say, a few updates later, the memo hit its mark.

Smith & Wesson Model 29

The Smith & Wesson Model 29 is one of the available firearms in-game, having been added in the very first update to the game after its release. Update #79 replaced the original 8 3/8"-barreled model with a more worn-looking 6" one.

Smith & Wesson Model 29 with 8 3/8" barrel - .44 Magnum
One of the perks of being in the middle of absolutely nowhere (A.K.A. Arizona) is that nobody can hear your groan-inducing Dirty Harry puns.
A closeup of the M29, which shows off something rather interesting:
As the controller's trigger is pulled, the revolver's trigger, hammer, and cylinder all visibly move.
Alternatively, the weapon can simply be cocked manually. Note that the trigger hasn't moved back with the hammer; this was fixed in the following update.
Opening the M29's cylinder...
...loading in some loose .44 Magnum rounds...
...and closing the revolver with a wince-inducing flick of the wrist. While this isn't the only way to close a revolver in H3, it's unfortunately one of the more common ones.
With that lesson in revolvery aside, the M29 is pointed at a dueling tree...
...and fired, scoring a direct hit. Such a feat would be far more impressive were the target further than 2 meters from the "Firin' Line" (yes, that's actually how it's written in-game).
Giving the revolver a twirl, full of unjustified pride.
Bringing in a full speedloader, while now residing in a place that isn't completely isolated from the rest of humanity.
While speedloaders tend to be a bit finicky, they can be managed rather easily with some practice.
Ejecting the spent casings from the revolver's cylinder, after making the indoor range's paper target feel 6 rounds of Magnum Force. (C'mon. Did you seriously think that I wasn't going to make at least one pun in this entire section?)
Smith & Wesson Model 29 with 6" barrel - .44 Magnum
The new Model 29, complete with its worn-down finish.
The other side. Note how, unlike the original one, this new model has grips with a thumb-pad instead of a thumb relief cut.
Swinging open the cylinder.
Loading in a speedloader full of .44s, same as before - save for the fact that Update #79 rebuilt the cartridge, such that the different subtypes are now visually distinct.
Aiming the revolver; another change brought about by this update was the universal re-zeroing of revolvers at 25 meters, making them easier to use/more consistent than before.
Firing off a shot. The clouds to the side of the shot are gas that escaped from the revolver's cylinder gap.
Popping out the spent .44 cases; note how, as a side-benefit of their rebuild, they now visibly have struck primers, like those of the earlier-added .45-70 round.

Smith & Wesson Model 327 R8

The Smith & Wesson Model 327 R8 is one of the available firearms in-game, added in the 2016 Meatmas update. Uniquely, the revolver in-game is a left-handed model, the cylinder swinging out to the right instead of the left as is normally the case.

Screenshots courtesy of Reddit user Shubishu.

Smith & Wesson Model 327 Performance Center M&P R8 - .357 Magnum
Examining the R8's left side in the Proving Ground scene.
The right side, which looks much the same as the left. It's not every day that you see a revolver with rails.
And speaking of things that you don't see every day... it's like going abroad on vacation to find the hire car's steering wheel is on the other side.
Loading the R8 with a proprietary 8-round speedloader.
Aiming the revolver at an armored Sosig; the R8 has luminous 3-dot sights, another unusual feature for a revolver.
Firing the R8.
Ejecting a load of spent cases (using the ejector rod, fortunately) after 8 failed attempts at Sosig-killing. To be fair, landing a shot between the Sosig's armor plates at this distance with an iron-sighted handgun is no mean feat.

Smith & Wesson Model 500

Added in the 7th alpha build of Update #59, the Smith & Wesson Model 500 makes its mark as the most powerful (per-shot) non-fictional handgun in the game. The subsequent build added a 2.75"-barreled ES (Emergency Survival) variant, known in-game as the "Junior" version.

A fictional third version was added in the 2019 April Fools' Day update, known as the "Triple Regret". This version is largely the same as the "Junior", save for its cylinder, which holds 3 rounds of .50 BMG; because of this, it is placed alongside the anti-materiel rifles in-game.

Smith & Wesson Model 500 - .500 S&W Magnum
In awe at the size of this lad. Absolute unit.
A close-up of the behemoth's frame reveals, that, while most of the markings are gone, the "500" is still visible and intact.
Opening up the M500's cylinder, and pausing to wonder at the sheer size of the round it fires.
Loading some rounds into their chambers, which you can rent out for $500.00 a month, utilities not included OKAY WE GET IT, IT'S A BIG GUN, CAN WE MOVE ON NOW PLEASE
(Mis)aligning the sights with a Sosig's head...
...pulling back the trigger, tensing in anticipation...
...and giving the Sosig an unsolicited quadruple lobotomy. Yes, it does, in fact, kick that much.
Ejecting some spent casings, 4 rounds and just as many trips to an orthopedic surgeon later.
Attacking a downed Sosig; while there are many things that .500 S&W tracers can accomplish, piercing rifle-grade body armor isn't one of them, leaving the player little option other than to simply perpetually stunlock an enemy with the round's blunt kinetic force alone. Or just, y'know...
Shoot the bits that aren't armored.
Smith & Wesson Model 500 ES (Emergency Survival) - .500 S&W Magnum
Okay, now you're just being ridiculous.
Loading some rounds into the 500 ES. Its intended purpose is as a part of a woodland survival kit, in case one should encounter a bear, or some other large animal.

No, seriously.
Cocking the hammer...
...and putting a half-inch hole in the target. If the normal 500 kicks like a mule, then the Junior kicks like a mule on steroids. And meth.
"You lose."

"Triple Regret"

To make things more fair, how about we make it so that everybody loses?
Either you die, or you permanently lose your hearing. And your wrist(s).
A push of the cylinder release reveals where the "Triple" part of "Triple Regret" comes from.
Loading in some .50 BMG tracer rounds. Hey, if it's worth doing, it's worth doing with fireworks.
Taking aim at a hapless Sosig.
Wincing with dread as the hammer slowly works its way backward...
...and then drops, instantly blinding everyone in the room.
What follows not more than a couple frames later is a recoil impulse that quite literally turns the pistol vertical (and shatters the user's forearms in the process), the muzzle flash clinging to its ever-so-short life all the while.
A whole lot of pained swearing later, the other two projectiles find themselves unexpectedly lodged into the room's back wall, while their cases are so shaken up that they jump right out the sides of the cylinder at the slightest provocation. A regrettable experience for all parties involved, as advertised.

Smith & Wesson Model 629 Classic

Added in Update #79, the Smith & Wesson Model 629 Classic is available in-game, featuring custom wooden grips, an 8" barrel, and the same worn finish as the standard Model 29.

Smith & Wesson Model 629 Classic with custom wooden grips - .44 Magnum. Similar to the one in-game, albeit with a shorter barrel.
Swinging open the cylinder of the Model 629...
...and dropping an empty speedloader. As for what happened in the interim, we'll leave it to your imagination.
Backtracking a bit, and taking a good look at the revolver.
Impressive, no?
Cocking the hammer for a light, crisp trigger pull.
Aiming down the sights, similar to those of the Model 29.
That being said, the recoil and muzzle flash are noticeably dampened compared to the M29, thanks to the longer, heavier barrel.

Smith & Wesson Model 629 Stealth Hunter

Replacing the hybrid model below, the Smith & Wesson Model 629 Stealth Hunter was added in Update #79, known in-game as the "SW Stealth".

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum
After having used its innate stealth capabilities to silently observe the normal 629, the Stealth Hunter follows suit, and swings open the cylinder.
Popping in a speedloader. Well, nobody ever said that the "monkey-see-monkey-do" approach was perfect...
Pausing for a moment to admire the revolver. The polished black finish makes the markings easier to see in the right light; this side of the barrel reads ".44 MAGNUM". The other variants have that marking on the left side of the barrel, but this one doesn't...
...as that side is instead occupied by "PERFORMANCE CENTER".
Continuing with the imitation of the above section, and cocking the hammer.
Aiming. Again, the irons are nice and clear, though the Stealth Hunter does have an optics rail if you'd prefer.
Firing off a .44.
Unfortunately, as the above section didn't include a shot showing the ejection process, so the Stealth Hunter had to improvise. I... guess that works?

Smith & Wesson Model 629 Stealth Hunter/686P Hybrid

One of the weapons added in the first Meatmas update was a strange hybrid of Smith & Wesson revolvers, with the overall appearance of a Model 629 Stealth Hunter, but the .357 Magnum chambering and 7-shot cylinder of a Model 686P. It was later removed in Update #79, being replaced with the standard Stealth Hunter above.

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
Smith & Wesson Model 686P w/3" barrel - .357 Magnum
Holding the revolver at the right angle gives a good idea of just how shiny it is.
Opening the revolver's cylinder, which shows its 7-round capacity.
This, of course, necessitates a proprietary 7-round speedloader.
Sometimes, this happens. Due to the way in which speedloaders are handled in H3, with each visual round being an actual, physical, independent round, sometimes there can be one or two "odd men out".
Fortunately, there is an alternate hand pose for the revolvers, which makes this easier. It also makes loading them easier for lefties.
Snapping the cylinder back into place with a rather ill-advised flick of the wrist. Note that the revolver has not spontaneously grown an underbarrel laser; that's just an empty M1911A1 sitting on the table.
Taking aim with the... "Model 686P Stealth Hunter"? That seems like the best name. Alright, taking aim with the Model 686P Stealth Hunter.
Firing off a shot.
That shot plus 6 later, and the now-empty revolver is given a twirl.
As if this entire ordeal wasn't strange enough already, here we see a strange aspect of the ejection process. The casings appear to have either clipped back through the revolver after being ejected, or to have been spawned outside of the cylinder to begin with.
There, that's more like it.

Smith & Wesson Schofield

Added in Update #78, the much-awaited Smith & Wesson Schofield is available in H3, being only its second break-action revolver. Notably, the in-game revolver is chambered in .44-40 WCF (the first weapon in-game to use the round); like the in-game Winchester Model 1873, this suggests a modern variant, rather than an original-production model. The parent Smith & Wesson Model 3 was available in .44-40 WCF during its original production, but the in-game model's latch system makes it clear that it's the Schofield variant rather than the Model 3.

Smith & Wesson Schofield - .45 Schofield
The Schofield floating around in the indoor range; the smooth, worn textures imply a gun that's been used heavily, yet respectfully.
The right side, which looks much the same as the left one.
Cocking the Schofield's hammer...
...which causes a minor problem, as the Schofield was incorrectly shown as double-action until update #79.
Taking aim. The sights are somewhat small, but decent for the era.
Firing a round into the target; like the Remington Rolling Block pistol, the Schofield produces a rather substantial amount of smoke. Good thing there aren't any other range patrons...
Six shots fired, six shells ejected, all in a neat, orderly bundle.
Loading in a fresh set of .44-40 tracers. No speedloaders here - come in one at a time, and leave all at once. Just like the people at the bar when Jim starts doing karaoke.
At least, that is, until the Happy Hour that was Update #79, which introduced a .44-40 speedloader.
As mentioned, this update also fixed the trigger/action issues; pulling the trigger with the hammer uncocked now correctly does absolutely nothing.

Taurus Raging Bull

Another revolver added in Update #79 the Taurus Raging Bull holds the distinction of being H3's other first .454 Casull revolver, and its sole first double-action one.

Taurus Raging Bull newer model with blued finish and 8" barrel - .454 Casull
Swinging the Raging Bull open...
...and loading in some .454 Casull tracers. No speedloaders here - it's one round at a time.
Pausing to take a look at the Bull. A powerful beast indeed.
Aiming; the gray front sight, gray rear sight, and gray inner target circle are hardly a good match - although not an unfitting one, since actual bulls can't see much color either.
Letting a .454 fly; the recoil is, needless to say, quite something.
Swinging the cylinder open once more, reaching for the ejector rod, and...
Oh, and if you're wondering why there's no right-side shot, it's because there is no right side of a bull. You're either a target for ramming or kicking; either way, your skeleton isn't going to be very happy with you.

Taurus Raging Hunter

The Taurus Raging Hunter in .44 Magnum was added in Update #101 for Meatmas 2021, under the name "Hunter 44".

Taurus Raging Hunter with 8 inch barrel - .44 Magnum
Looking over the Raging Hunter's right side, which has no cylinder releases...
...and the left side, which has two.
Using the more sensibly-placed cylinder release to release the cylinder.
This, of course, being a means by which to allow cartridges into the cylinder.
Closing up the cylinder, in a civilized fashion. The wielder's hands aren't visible here, so you'll just have to take our word for it that shot depicts a two-handed operation.
Cocking the hammer; it's only gone a short ways backward here, so the trigger and cylinder likewise haven't moved much.
Taking aim at a snowflake; the hammer is fully cocked here.
While the sights are normally relatively clear, the revolver's rather substantial kick does make it a bit difficult to see when a shot hits its mark.
Swinging open the cylinder once again, pressing the ejector rod, and watching some spent casings fall to the ground in a graceful arc.
If the irons aren't to your liking, the Raging Hunter also features a barrel-mounted rail for optics, like this C-More-esque reflex sight.
Said sight was another Meatmas gift, and is essentially a standalone version of the "IPSICK 2011"'s sight, complete with its "YOLO" reticle. Silly-looking as it may be, the results speak for themselves.

Taurus Raging Judge

The Taurus Raging Judge was added on day 11 of the Meatmas 2022 advent calendar event. It is the first firearm in the game to use .410 bore shells, and features a six round cylinder.

Taurus Raging Judge 513 - .454 Casull/.45 Long Colt/.410 bore
The Judge sitting in its box; apparently, being in the dark for a while helped calm it down.
Examining the no-longer-angry revolver; the barrel likewise lacks the "Raging" moniker, though largely as a consequence of the entire marking being removed.
The right side's markings are a bit more extant, with appropriate "Made in Brazil" and "513" markings on the frame, a serial number repeated twice ("KT279645", seemingly based on serial number KT279545, the example shown on Taurus's website), and a rather faded-looking Taurus logo; the "Taurus Int'l Mfg" and "Miami, FL-USA" marks that would normally sit just above the trigger are absent, however.
Popping the Perfectly Calm Judge open; a minor error is present here, as the plunger at the back of the extractor rod (which helps lock the cylinder in place at the rear) doesn't compress in-game, causing it to clip through the recoil shie- "What? No, don't worry. We weren't talking about you, why do you ask?" Sorry about that - it's just, he's come so far dealing with his anger issues, and we wouldn't want to cause some sort of relapse by talking about his insecurities like that.
Loading in some .410 bore slugs, with the game's interpolation system shifting them into their respective places in this particular frame; rather than simply being a re-scaled version of the existing shotshells, these have their own unique model and textures. The Judge can't use .45 LC or .454 Casull in-game, though this is just a limitation of the game's code rather than any sort of inadequacy on the Judge's part.
Shutting the cylinder. Nothing to note about this process at all, really - say, this weather sure is funny, huh?
Cocking the hammer, as is expected.
Aiming at a distant target - simple stainless-on-black sights stand out against the steel, though the steel itself doesn't really stand out from this angle, courtesy of the giant coffee mug in the background.
Letting a .410 slug fly - the Judge has a fairly substantial amount of kick. Though, of course, that's part of the charm of a large, imposing revolver like this.
5 more shots later, and it's ejecting time. Being a completely new model, the .410 shells have all the new ammo-type improvements, including struck primers, blown-out crimps (which were on the old shells, to be fair), and burn marks at the end; according to their markings, Municipal Ammo uses the internal code "1755" to designate .410 slug ammo.


The Webley-Fosbery Automatic Revolver was added in the fifth alpha of Update #99.

Webley-Fosbery M1902 - .455 Webley
Heading out to the range, and taking a nice look at the beautiful anomaly that is the Webley-Fosbery. The markings on this side read "WEBLEY FOSBERY AUTOMATIC" on the top strap, and "[British proof mark] 455 CORDITE ONLY." on the lower frame; these are correct, at least for some versions.
The right side is comparatively sparsely-marked, bearing nothing but a serial number. Which is, for the record, "3165".
Cracking the revolver open; note that the frame latch/release lever works backwards, starting out in the open (back up top, forward on the bottom) position, and getting pulled back at the bottom (i.e. put into the locked position) instead of pushed forward to open the frame. This'll be important later.
Mashing in an era-appropriate Prideaux speedloader full of .455 Webley ammo; this appears to be the Mark II variety, with an unjacketed round-nose bullet over cordite.
Grabbing the cylinder, and gently shutting the revolver. No wrist-flicking here; this is a collector's item.
Cocking the hammer causes this to happen; as with the Smith & Wesson Schofield above, the Webley-Fosbery was incorrectly capable of double-action fire upon its introduction, causing the trigger to clip through the back of the trigger guard when the hammer was cocked.
Taking aim at a clay pot...
...and missing completely. Remember the issue with the frame latch up above? Well, as luck would have it, the rear sight is mounted on that lever, so it being in the wrong position puts the rear sight down too low, and makes the gun shoot high.
Hey, at least the recoil mechanism works like it's supposed to.
As does the automatic extractor.
With the release of the update proper came a series of fixes to the Webley-Fosbery; for starters, it's now single-action-only, and the trigger stays in the trigger guard when the hammer is cocked.
Additionally, the frame latch now works correctly, pivoting back at the top only when opened.
This, in turn, means that the sight picture is now correct, with the full depth of the rear sight visible.
It also means that you can actually hit things with it, which is a nice benefit.

Webley Mk. VI

The Webley Mk VI has been added with the release of Update #47. It was initially chambered for the ".454 Webley" round, a mis-writing of .455 Webley; this error was later corrected. Notably, it is also the first top-break revolver in the game.

Webley Mk. VI - .455 Webley
The Webley in-game. While its attachment point is still present, the lanyard loop on the base of the grip has been removed.
The Webley broken open for loading. Due to its re-use of some existing swing-out revolver code, the extractor sadly doesn't pop up when the revolver is opened, at least for now.
Loading the Mk. VI. These are tracer rounds, hence the red tips.
Firing the Webley, heedless of the fact that this indoor range is a no-smoking zone.
Fortunately, despite the lack of a moving extractor, breaking the revolver open still produces a satisfying shower of spent casings.
A Webley-specific Prideaux speedloader, the first such device ever sold; this long-requested addition was included in Update #79.
Once the rounds are loaded, the device looks substantially more like some kind of steampunk medical instrument.
Also worth noting is the aforementioned lanyard loop; this was added in an earlier update (#76, to be exact), once jiggleboned components were figured out.

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