Icon disambig
For an overview of minigun models in the Fallout series of games, see minigun.
Its shear 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.Research Note - Minigun

The Rockwell made minigun or CZ53 personal minigun[1] is the most commonly encountered big gun in Fallout 3.


This section is transcluded from minigun. To change it, please edit the transcluded page.

The Rockwell CZ53 personal minigun, otherwise known as the 5mm Man-Portable Minigun,[2] 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.[3] When the Great War struck, it was already an aging design and was slowly being replaced by the more advanced CZ57 Avenger minigun.[4] Later models of the CZ53 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 was the favorite weapon of the Mariposa super mutants during the Unity's time and allowed most or all of the super mutants to wield them effectively with only one arm.


Since it is so common, the minigun is comparatively easy to find and repair, as well as one of the few big guns easy to find ammunition for; nearly every super mutant brute encountered with one has at least 30 5mm rounds for it. It is also carried extensively by Brotherhood of Steel units, Brotherhood Outcast units, Enclave soldiers, as well as occasionally on some raiders and slavers. This is offset somewhat by the minigun's high rate of fire, which quickly uses up ammunition. The minigun is designed as a sustained-firing weapon, and its rate of fire of 20 rounds per second means that it can fire up to 240 rounds in only 12 seconds of continuous firing. Because of this, those who intend to make use of it should buy additional ammunition, which is generally quite plentiful and cheap at shops.

When firing the minigun without V.A.T.S., there is a wind-up time between holding the fire button and when it actually fires. It usually takes under a second to begin shooting. This can be negated by tapping the "fire" button repeatedly to keep it spinning while not actually firing.


The minigun can fire a total of about 3333 rounds, the equivalent of 14 reloads, from full condition before breaking.


  • Eugene - A unique minigun which is available as a reward for completing the Reilly's Rangers quest and has notably better firepower, and slightly better durability.
  • Gametitle-FO3 OA - A version of the minigun that has extremely high HP. It must be pickpocketed from the T-51b soldiers dropped by the vertibird as the pulse field is approached. Once acquired, 5mm rounds can be drawn from the ammo dispensers.


Icon melee- Weapon name (melee or unarmed)Icon sequence- Attacks in V.A.T.S.
Icon gun- Weapon name (gun, energy or explosive)Icon action- Action point cost
Icon damage- Damage per attack (damage per projectile)Icon dap- Damage per action point
Icon dps- Damage per secondIcon spread- Weapon spread
Icon explosion- Area of effect damageAssault carbine extended magazines- Magazine capacity (shots per reload)
Icon effect- Effect damage & durationIcon repair- Durability (number of attacks before breaking)
Icon bonus effect- Bonus effectsIcon weight- Weight
Icon attack- Attacks per secondIcon merchant- Value in caps
Icon chance- Critical chance % multiplierIcon ratio- Value to weight ratio
Icon critical damage- Critical damageIcon ability- Skill required
Icon crit effect- Critical effect damage & durationIcon fist- Strength required
Icon plus- With all mods attached
Icon gunIcon damageIcon dpsIcon attackIcon chanceIcon critical damageIcon sequenceIcon actionIcon dapIcon spreadAssault carbine extended magazinesIcon repairIcon weightIcon merchantIcon ratio
Minigun 5
Eugene 7



  • The minigun is known to disappear from followers' inventories.
  • Brotherhood Outcasts occasionally hold the minigun like a rifle, without the ammunition box on their backs.
  • When using a minigun in 3rd person, one cannot fire as far down as they can in the first person.
  • The supposed "60,000 RPM" noted in the description is completely impossible, as it would drain ~1000 rounds every second. Most miniguns fire at 3,000 to 6,000 RPM, so perhaps the developers tried to up this in an over-the-top fashion, increasing it tenfold. The actual 20 rounds per second fire rate is far slower than most military miniguns fire, but also more realistic in terms of the huge recoil.


  • PCIcon pc Playstation 3Icon ps3 Xbox 360Icon xbox360 Very rarely the minigun can actually jam while firing. The barrel will quickly move left and right as if the gun is repeatedly warming up but no bullets will fire.[verified]
  • PCIcon pc If the player begins fires and crouches at the same time the minigun will not fire, but will still consume ammunition.[verified]





  1. 1.0 1.1 In-game description for the minigun in Fallout and Fallout 2. [1][2]
  2. Boston Airport terminal entries; outgoing supply order RQR-2210
  3. Research Note - Minigun, Fort Independence terminal entries. [1]
  4. In-game description for the Avenger minigun from Fallout 2 and Fallout Tactics. [1][2]
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