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.
- 10 dmg (Bullet)
- Armor penetration
- 150 ticks (2.5 secs)
- 138 ticks (2.3 secs)
- 30.9 tile(s)
- 15% - 25% - 25% - 18%
- 70 (m/s)
- Burst Count
- 25 (per burst)
- 5 ticks (0.08 secs)
- Melee Attack 1
11.7 dmg (Blunt)
2.6 seconds cooldown
18% armor penetration
- Melee Average DPS
- Melee Average AP
- Required Research
- Multibarrel weapons
- Skill Required
- Crafting 7
- Work To Make
- 60,000 ticks (16.67 mins)
- Gun, GunHeavy, Minigun
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.
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.
|Raider Kind||Chance||Average Quality||Health|
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 surpasses the charge rifle past "short" range (12 tiles), though beat by the chain shotgun and heavy SMG from short range and closer. Range is also on par with the assault rifle, and outranges the charge rifle. However, its accuracy is very low, especially at point blank. This makes actual damage highly variable; weapons like assault rifles and heavy SMGs are more reliably good against a lone 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. In addition, the massive warmup/cooldown cycle and movement speed penalty makes it rather inflexible; pawns will become extremely vulnerable if shooting out in the open.
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 raiders until the lategame.
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 accuracy is mostly irrelevant, Trigger-Happy wins at all Shooting levels and all ranges for rather obvious reasons.
For the full effects of qualities, see Quality.
For the full effects of qualities, see Quality.
- 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
- Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder
- 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.