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.
- Armor penetration
- 150 ticks (
- 138 ticks (
- 30.9 tile(s)
- 15% - 25% - 25% - 18%
- 70 (m/s)
- Burst Count
- 25 (per burst)
- 5 ticks (
- Melee Attack 1
11.7 dmg (blunt)
2.6 seconds cooldown
18% armor penetration
- Melee Average DPS
- Melee Average AP
- Gun, GunHeavy
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.
Miniguns can be crafted at a machining table once the Multibarrel Weapons research has been completed; from 160 Steel , 20 Components and 60,000 ticks ( 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|
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 the chain shotgun and heavy SMG still have a higher single-target damage output within short range, and the minigun falls slightly behind even the single-shot autopistol at point blank.
However, 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, it's advisable to only give miniguns to skilled shooters to make the most out of them; inexperienced shooters will only be able to effectively use the minigun within distances where its accuracy is weaker, and won't be able to effectively use it within its optimal range unless against very large crowds.
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 (~8.6 seconds average) to incapacitate that human from pain shock.
Overall, the minigun is best paired with a careful shooter up to level 16, and a trigger-happy shooter onwards.
|Tool||Attack||Damage Type||Power||AP||Cooldown||Likelihood||Base DPS|
- 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.