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{{Infobox main|weapon
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{{infobox main|weapon|
 
| name = Minigun
 
| name = Minigun
| image = Minigun.png
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| image = Minigun.png|Minigun
 
| description = 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.
 
| description = 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.
 
| type = Equipment
 
| type = Equipment
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| skill 1 = Crafting
 
| skill 1 = Crafting
 
| skill 1 level = 7
 
| skill 1 level = 7
| has quality = True
 
 
| weaponTags = Gun, GunHeavy, Minigun
 
| weaponTags = Gun, GunHeavy, Minigun
 
| thingSetMakerTags = RewardStandardQualitySuper
 
| thingSetMakerTags = RewardStandardQualitySuper
| tradeTags = WeaponRanged
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}}{{info|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.
}}
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{{Info|The '''minigun''' is a very heavy, multi-shot [[ranged weapon]] that puts a lot of damage downrange in exchange for a [[move speed]] penalty.}}
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When equipped, it slows its wielder's [[move speed]] by −0.25 {{CS}}}}
  
 
== Acquisition ==
 
== Acquisition ==
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{| class="wikitable sortable"
 
{| class="wikitable sortable"
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|-
 
! Raider Kind !! Chance !! Average Quality !! Health
 
! Raider Kind !! Chance !! Average Quality !! Health
 
|-
 
|-
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| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} ||  ?    ||    ?  || 70-230%
 
| [[Empire#Cataphract|Cataphract]] {{RoyaltyIcon}} ||  ?    ||    ?  || 70-230%
 
|}
 
|}
 
Miniguns also spawn on all [[centipede gunner]]s, including those gestated by a colony. However, it is not possible to loot them. The centipedes carrying it will not drop it on [[death]], [[downing]], or complete loss of [[manipulation]] like other weapons.
 
 
== Summary ==
 
The minigun fires {{P|Burst Count}}-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.
 
 
{{Apparel Move Speed Note|0.25}}
 
  
 
== Analysis ==
 
== Analysis ==
 
The minigun takes what the [[LMG]] has and cranks it up to eleven.  
 
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 weapons in the game. It's almost double that of the [[chain shotgun]], and 2.5 that of the LMG. Even against single targets, the minigun's average {{DPS}} technically surpasses the [[charge rifle]] past "short" range (12 tiles). In practice, miniguns are poor against single targets for a number of reasons. It is inaccurate, which makes damage highly variable. And it has a long warmup time; by the time a minigun starts firing, a charge rifle would have already completed a burst. Weapons like assault rifles and heavy SMGs are more ''reliably'' good against a lone target.
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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 equal 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.
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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.  
  
But the minigun isn't meant for single targets. The low accuracy and huge, 25-shot burst makes the minigun extremely good against crowds. Missed shots can hit other targets in the vicinity, negating much of the accuracy. Even low-skill pawns are bound to hit things with so many bullets. But, even then, the minigun is not without problems. The massive warmup/cooldown cycle and movement speed penalty makes it rather inflexible; pawns will become extremely vulnerable if shooting out in the open.
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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.
  
Therefore, miniguns are best used inside a well-defended emplacement, like a [[killbox]], against large, clustered crowds of enemies. Note that they are expensive; not just costly in both production time and resources, but also in [[research]] requirements. They won't appear from [[raider]]s until the lategame.  
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As a cost, the minigun is expensive to produce, has a dedicated [[research]] project, and won't appear from [[raider]]s until the lategame.  
  
=== Stats ===
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===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).
 
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 (~9.8 seconds average) to incapacitate that human from pain shock.
 
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 (~9.8 seconds average) to incapacitate that human from pain shock.
  
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 accuracy is mostly irrelevant, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons.
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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.
  
{{Weapon Stats Table}}
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{{Weapon Quality Table}}
  
 
== Version history ==
 
== Version history ==
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</gallery>
 
</gallery>
  
{{Nav|weapon|wide}}
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[[Kind::Weapons| ]]
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]
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{{nav|weapon|wide}}
[[Category:Ranged Weapons]] [[Category:Burst Weapons]]
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[[Category:Weapons]]
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[[Category:Equipment]]

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