For an overview of minigun models, see minigun.

 
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The Rockwell made minigun or CZ53 personal minigun[1] is a weapon in Fallout: New Vegas.

Background

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The Rockwell CZ53 personal minigun is capable of firing 5mm ammunition at over 60,000 RPM[1] with an ammo capacity of 120 5mm rounds. The CZ53 personal minigun makes up for the small 5mm round by sending a hail of bullets toward its target. Its sheer size, coupled with its trademark sound, is enough to send anyone in its path running for cover. It's a great weapon for suppressing fire, letting others flank the unsuspecting enemy.[2] When the Great War struck, it was already an aging design and was slowly being replaced by the more advanced CZ57 Avenger minigun.[3] Later models of the CZ53[citation needed] have six barrels linked into pairs, with four barrels on top and two on the bottom, a cage underneath the weapon to hold an ammo box containing 240 5mm rounds, and used in combination with a backpack. The first model[citation needed] was the favorite weapon of the super mutants during the Unity's time and allowed most or all of the super mutants to wield them effectively with only one arm.

Characteristics

The minigun delivers an extremely high rate of fire, making it an effective weapon and is ideal for inflicting heavy damage on large quantities of relatively unarmored enemies. With the use of armor piercing ammunition, the minigun is extremely deadly, being able to cut through even the toughest target very fast, the downside is that it uses up the 5mm ammunition rather quickly.

Due to its poor spread, the high rate of fire effectiveness is somewhat negated at medium to long-distance combat. Additionally, this rate of fire can quickly exhaust ammunition supplies, as well as reducing the weapon's condition at an alarming rate during sustained fire. Using one requires a healthy stock of weapon repair kits, or a supply of other miniguns to keep the weapon in good working condition. This weapon has a Strength requirement of 10, the highest in the game, weighing in at 25 lbs.

The unique minigun, the CZ57 Avenger, weighs only 18 pounds, but cannot be modified. The Avenger has one of the highest DPS ratings of any gun in the game if the skill requirements are met.

When firing the minigun outside of V.A.T.S., there is a small wind-up time, as the barrels spin up to firing speed, between holding the fire button and when it actually begins to fire.

Durability

The minigun can fire a total of about 5995 standard rounds, the equivalent of 25 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard, HP, & AP599525
Surplus19959
JSP399517

Modifications

Variant

  • CZ57 Avenger: A more powerful version of the regular minigun with one of the highest DPS values of any weapon in the game.

Comparison

Legend
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAttacks in V.A.T.S.Action Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Minigun 12
24020x0.02128303.21.0240599525550022010010
Minigun With all weapon mods attached 12
30025x0.0212103040.652405995251025041010010
CZ57 Avenger 13
39030x0.011312256.20.551207995188500472.210010

Locations

Notes

  • A full box of ammunition (240 rounds) weighs 4.08 pounds, or 2.04 pounds if the Pack Rat perk is taken (in Hardcore mode).
  • The repair list name for this weapon is called RepairMinigunForRealzImSeriousGuys, which includes the standard minigun, as well as the CZ57 Avenger.

Bugs

  • Icon pc.png Icon ps3.png Icon xbox360.png The ammunition backpack may become stuck to the back of the player character regardless of unequipping or switching to a different weapon/armor. It may also flicker or may not disappear and duplicate itself multiple times, appearing to hover and follow the player character around. To fix this as well as many other glitches for the minigun, drop the minigun then equip another weapon and drop the second weapon before picking both weapons up. [verified]
  • Icon pc.png Icon xbox360.png The weapon firing sound usually doesn't play out with the animation. For every 2-3 bursts fired, you will hear the firing sound only once or twice. [verified]
  • Icon pc.png It's possible that the barrel spinning animation will not play out while in the first person, this usually follows some other glitch. [verified]
  • Icon pc.png Icon ps3.png Icon xbox360.png Sometimes the rotor sound does not play. The sound played is not the rotor sound, but the firing sound, even though no bullets have been fired. [verified]
  • Icon pc.png Sometimes firing does not make any sound. Although it still registers to NPCs as sound. [verified]
  • Icon pc.png Icon xbox360.png There is a very rare bug that causes the fully modified minigun to become holstered at ALL times. It will be stuck to the Courier's hand even if holstered. It may even float upside down a small distance away from your hand at times. Unknown if the bug happens to the normal unmodified minigun.[verified]

Sounds

BurstVB.png
ReloadVB.png
JamVB.png

Gallery

References

  1. 1.0 1.1 In-game description for the minigun in Fallout and Fallout 2. [1][2]
  2. Research Note - Minigun, Fort Independence terminal entries. [1]
  3. In-game description for the Avenger minigun from Fallout 2 and Fallout Tactics. [1][2]
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