Minigun
Minigun
A multi-barrel machine gun. It's unwieldy, but once it starts firing it fires very fast. Where most self-loading guns are powered by the energy from the gunpowder, the minigun uses an electric motor to rapidly cycle cartridges through the weapon.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- Mass
- 10 kg
Ranged Combat
- Mode
- Burst
- Damage
- 10 dmg (Bullet)
- Armor penetration
- 15%
- Warm-Up
- 150 ticks (2.5 secs)
- Cooldown
- 138 ticks (2.3 secs)
- Range
- 30.9 tile(s)
- Accuracy
- 15% - 25% - 25% - 18%
- Velocity
- 70 (m/s)
- Burst Count
- 25 (per burst)
- Burst Ticks
- 5 ticks (0.08 secs)
(720 RPM) - DPS
- 36.76
- Stopping power
- 0.5
Melee Combat
- Melee Attack 1
- Barrels
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
Creation
- Required Research
- Multibarrel weapons
- Skill Required
- Crafting 7
- Work To Make
- 60,000 ticks (16.67 mins)
- weaponTags
- Gun, GunHeavy, Minigun
- thingSetMakerTags
- RewardStandardQualitySuper
The minigun is a very heavy, multi-shot firearm in RimWorld which fires 25-shot bursts of rounds which deal a moderate amount of damage each; a short delay between each shot; a slightly longer time between bursts; slightly longer range and very low overall accuracy.
When equipped, it slows its wielder's move speed by −0.25 c/s
Acquisition
Miniguns can be crafted at a Machining table once the Multibarrel weapons research project has been completed. They require 160 Steel, 20 Components, 60,000 ticks (16.67 mins) of work, and a Crafting skill of 7.
They can also be purchased from outlander and orbital combat suppliers, and outlander faction bases. They can also be found on the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Heavy Mercenary | 36.73% | Normal | 70-320% |
Cataphract | ? | ? | 70-230% |
Analysis
The minigun takes what the LMG has and cranks it up to eleven.
Raw damage per second is by far the highest out of all non-explosive ranged weapons in the game; almost double that of the chain shotgun's and 2.5x that of the LMG's. Range is euqal to an assault rifle and outranges the charge rifle and LMG. However, accuracy is very low, especially at point blank. This trait, along with a huge 25-shot burst, makes the minigun extremely good against crowds. Missed shots can hit other targets in the area, negating the overall accuracy.
Even against single targets, the minigun's average DPS surpasses the charge rifle past "short" range (12 tiles). It is beat by the chain shotgun and heavy SMG from short range and closer. Note, however, that the minigun's low accuracy means that actual damage is highly variable. Sometimes it's much more, sometimes it' much less. What this means is that weapons like charge rifles, assault rifles, and heavy SMGs can be viewed as more reliably good against a single target.
In addition, the massive warmup/cooldown cycle leaves pawns vulnerable, if left out in the open. Thus, miniguns are best used against large, clusted crowds of enemies, from a well-defended emplacement (like a killbox). Low shooting skill makes shots even more inaccurate, but against large crowds of enemies, even low-skill shooters will hit something.
As a cost, the minigun is expensive to produce, has a dedicated research project, and won't appear from raiders until the lategame.
Stats
The minigun is most accurate between 12 and 25 cells range, though the exponential accuracy application from Shooting skill means that the minigun is likely to hit its highest accuracy at between 0 and 14 cells, depending on Shooting level (it requires at least Shooting 8 for the best accuracy range to be anything other than 0 cells, however).
Against an unarmored human, a minigun can kill with 4 hits to the torso, 3-4 hits to the head, 3 hits to the neck or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 7 hits to incapacitate that human from pain shock. Assuming the target is at "optimal" range (between 12 and 25 cells, the maximum band of accuracy for the minigun)
From a strictly primary-target perspective, at a relative short range of 12 cells, a Minigun is best paired with Careful Shooter up to Shooting level 13, and Trigger-Happy at 14+. At a moderate range of 20 cells, Careful Shooter wins up through Shooting 18, and Trigger-Happy at 19+. Careful Shooting wins for all shooting levels at a target range of 24+ cells. However, against crowds of enemies, where better accuracy is both unnecessary and potentially detrimental and the goal is simply to maximize the number of bullets going down range, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons.
Attack table
Ranged
For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
The value is provided due to the interpolated nature of accuracy between range points.
Melee
Feature | Toggle |
---|---|
Attacks |
Minigun | Barrels (Blunt) | Human: Left & right fist (Blunt) | HP | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quality |
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
Awful | 3.95 | 12.6% | 9.36 | 2.6s | 14.4% | 3.6 | 25% | 8.2 | 2s | 12% | 4.1 | 2× 37.5% | 100 | 580 |
Poor | 4.08 | 13.4% | 10.53 | 2.6s | 16.2% | 4.05 | 33.33% | 8.2 | 2s | 12% | 4.1 | 2× 33.33% | 100 | 870 |
Normal | 4.42 | 16.5% | 11.7 | 2.6s | 18% | 4.5 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 1160 |
Good | 4.78 | 17.85% | 12.87 | 2.6s | 19.8% | 4.95 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 1450 |
Excellent | 5.13 | 19.2% | 14.04 | 2.6s | 21.6% | 5.4 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 1740 |
Masterwork | 6.03 | 22.58% | 16.97 | 2.6s | 26.1% | 6.53 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 2900 |
Legendary | 6.75 | 25.28% | 19.31 | 2.6s | 29.7% | 7.43 | 75% | 8.2 | 2s | 12% | 4.1 | 2× 12.5% | 100 | 4160 |
For the full effects of qualities, see Quality.
- ↑ 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Version history
- 0.3.410 - Can now spawn on pawns
- Beta 19 - forced miss radius removed allowing it to hit single targets; to compensate accuracy has been nerfed. Also received a buff to damage and a nerf to fire rate; the overall damage is slightly higher.
- 1.4.3523 - New weaponTag added to uniquely identify it for use by a specific centipede variant.