Minigun

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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

Type
EquipmentWeapons
Weapon Class
Industrial
Market Value
1160 Silver
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%
Avg. accuracy
22.2%
Velocity
70 (m/s)
Burst Count
25 (per burst)
Burst Ticks
ticks (0.08 secs)
(720 RPM)
DPS
36.76 (8.16)
Stopping power
0.5

Melee Combat

Melee Attack 1
Barrels
11.7 dmg (Blunt)
18% AP
2.6 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
18%

Creation

Crafted At
Machining table
Required Research
Multibarrel weapons
Skill Required
Crafting 7
Work To Make
60,000 ticks (16.67 mins)
Resources to make
Steel 160 + Component 20
Technical
weaponTags
Gun, GunHeavy
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 has been completed; from Steel 160 Steel, Component 20 Componentss and 60,000 ticks (16.67 mins) of work. A Crafting skill of at least 7 is required.

Miniguns can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Heavy Mercenary 36.73% Normal 70-320%

Analysis

The minigun takes what the LMG has and cranks it up to eleven. Raw damage output is by far the highest out of all traditional ranged weapons in the game; almost double that of the chain shotgun's and 2.5x that of the LMG's. This is combined with the range of an assault rifle, meaning that it has a notably longer range than the charge rifle and LMG.

Accuracy is very low overall though (especially at point blank), but due to the minigun's staggering 25-shot burst, this in fact allows for very good crowd control potential. Despite the aforementioned accuracy though, the minigun has the highest single-target damage output out of all traditional ranged weapons beyond short range, handily beating even the charge rifle in this area (though with noticeably lower armor penetration). However, the chain shotgun and heavy SMG still have a higher single-target damage output at "short" range (12 cells), and the minigun falls slightly behind even the single-shot autopistol at point blank (3 cells).

Note, however, that the accuracy values mean that even if its average DPS at moderate ranges is the best in the game, it is quite variable in this output, sometimes dealing considerably more damage, sometimes considerably 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.

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).

Unfortunately, the minigun generally isn't obtainable until lategame due to research requirements and the overall production cost, and the only raiders that use miniguns generally don't appear in raids until lategame either. The minigun also has a low stopping power, being unable to stagger humans - though overall damage output is generally high enough that legs should be shredded regardless.

Due to the long warmup/cooldown cycle as well as its accuracy profile, miniguns are best use against large clustered crowds of enemies (for example, at the mouth of a killbox), from a well-defended stationary emplacement. While the DPS penalty from shooting level is identical on all weapons, low-skilled shooters will make the minigun's already heavily-variable output even more wildly variable against a single target. However, since missed shots against a dense cluster of enemies are likely to simply hit another target instead, miniguns are exceptionally powerful even in the hands of low-skilled shooters against large crowds of enemies.

In terms of use cases, the minigun is undoubtedly the king of crowd control at short-to-medium range, and is also extremely effective against large targets such as centipedes due to the accuracy bonus from their size. If you really wanted to, the minigun is also a somewhat decent hunting choice due to its moderate damage and decent range.

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

  • Minigun Minigun Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9 13.5% 12% 20% 20% 14.4% 33.08 3.97 6.62 6.62 4.63 580 Silver
    Poor 10 15% 13.5% 22.5% 22.5% 16.2% 36.76 5.15 8.45 8.45 5.88 870 Silver
    Normal 10 15% 15% 25% 25% 18% 36.76 5.51 9.19 9.19 6.62 1160 Silver
    Good 10 15% 16.5% 27.5% 27.5% 19.8% 36.76 6.25 10.29 10.29 7.35 1450 Silver
    Excellent 10 15% 18% 30% 30% 21.6% 36.76 6.62 11.03 11.03 8.09 1740 Silver
    Masterwork 12.5 18.75% 20.25% 33.75% 33.75% 24.3% 45.95 9.19 15.62 15.62 11.03 2900 Silver
    Legendary 15 22.5% 22.5% 37.5% 37.5% 27% 55.14 12.68 20.95 20.95 14.89 4160 Silver

    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
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Minigun Minigun Barrels (Blunt) Human: Left & rigth 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 37.5% 100 580 Silver
    Poor 4.08 13.4% 10.53 2.6s 16.2% 4.05 33.33% 8.2 2s 12% 4.1 33.33% 100 870 Silver
    Normal 4.42 16.5% 11.7 2.6s 18% 4.5 75% 8.2 2s 12% 4.1 12.5% 100 1160 Silver
    Good 4.78 17.85% 12.87 2.6s 19.8% 4.95 75% 8.2 2s 12% 4.1 12.5% 100 1450 Silver
    Excellent 5.13 19.2% 14.04 2.6s 21.6% 5.4 75% 8.2 2s 12% 4.1 12.5% 100 1740 Silver
    Masterwork 6.03 22.58% 16.97 2.6s 26.1% 6.53 75% 8.2 2s 12% 4.1 12.5% 100 2900 Silver
    Legendary 6.75 25.28% 19.31 2.6s 29.7% 7.43 75% 8.2 2s 12% 4.1 12.5% 100 4160 Silver

    For the full effects of qualities, see Quality.

    1. 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.
    2. 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

    Melee Combat

  • Tool Attack Damage Type Power AP Cooldown Likelihood Base DPS
    Overall - - 11.7 18% 2.60s - 4.50
    Barrels Blunt Blunt 11.7 18% 2.60s 100.00% 4.50
  • 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.