BFG 9000
The signature super-weapon of the Doom franchise, a high-power energy gun iconic across the entire series.
The BFG 9000 is the most powerful standard weapon available to the player in the classic Doom games, first appearing in Doom (1993) by id Software. The BFG 9000 fires a high-energy projectile accompanied by damage-dealing tracer rays, making it devastatingly effective against large groups of enemies and boss-tier foes alike. It has appeared in multiple entries across the Doom franchise, including a redesigned variant in Doom 3, and remains one of the most recognized weapons in video game history.
Stats
// Engine constants read from the released Doom source (GPL) at one pinned commit — the same dataset as the weapons database. Averages are over Doom’s fixed random table.
- Damage per shot
- 100–800 (avg 447.7) + up to 40 tracers × 49–87
- Rate of fire
- 52.5 per minute (40 tics per shot)
- Ammo
- Cells, 40 per shot · max 300 (600 with backpack)
- Type / range
- Projectile, 25 map units per tic (875 per second); tracers 1024 map units
- Slot
- 7
- Ammo on pickup
- 40 cells with the weapon (80 on I'm Too Young to Die and Nightmare!)
Behaviour: The ball leaves 30 tics after the trigger. When it explodes, 40 tracers fan out over 90°, centred on the angle the ball was fired at, from wherever you stand at that moment; each hits the first shootable thing in its path (monster, player or barrel) for 49–87 (15 consecutive rolls of 1–8; 15–120 in theory). A large monster close to you can be hit by many of them.
Source lines: p_map.c:323 · info.c:2038 · info.c:2034 · p_pspr.c:789 · p_pspr.c:806 · p_pspr.c:52 · info.c:220
Shots to kill
| Enemy | Health | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) |
|---|---|---|---|---|---|---|
| Zombieman | 20 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Shotgun Guy | 30 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Imp | 60 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Demon (Pinky) | 150 | 1 | 1 | 2 | 40 cells | 0.0 s |
| Spectre | 150 | 1 | 1 | 2 | 40 cells | 0.0 s |
| Lost Soul | 100 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Cacodemon | 400 | 1 | 1 | 4 | 40 cells | 0.0 s |
| Baron of Hell | 1000 | 2 | 3 | 10 | 120 cells | 2.3 s |
| Cyberdemon | 4000 | 5 | 9 | 40 | 360 cells | 9.1 s |
| Spider Mastermind | 3000 | 4 | 7 | 30 | 280 cells | 6.9 s |
| Hell Knight | 500 | 1 | 2 | 5 | 80 cells | 1.1 s |
| Revenant | 300 | 1 | 1 | 3 | 40 cells | 0.0 s |
| Mancubus | 600 | 1 | 2 | 6 | 80 cells | 1.1 s |
| Arachnotron | 500 | 1 | 2 | 5 | 80 cells | 1.1 s |
| Pain Elemental | 400 | 1 | 1 | 4 | 40 cells | 0.0 s |
| Arch-Vile | 700 | 1 | 2 | 7 | 80 cells | 1.1 s |
| Chaingunner (Heavy Weapon Dude) | 70 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Wolfenstein SS | 50 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Commander Keen | 100 | 1 | 1 | 1 | 40 cells | 0.0 s |
| Icon of Sin | 250 ‡ | 1 | 1 | 3 | 40 cells | 0.0 s |
Every pellet and every hit lands; no infighting. Min = every damage roll at its maximum, Max = every roll at its minimum, Typical = at the average damage of Doom’s fixed random table (the true expected count can differ by a shot). Time = first hit to last at full fire rate, typical shots, projectile travel not included. For the two shotguns Min and Max are formula bounds the fixed table cannot fully reach: a super shotgun blast with every pellet on one monster lands about 170–245, never 100 or 300.
Rocket = direct hit + 103–117 blast (a rocket detonates one step short of its target; the Cyberdemon and Spider Mastermind take no blast). BFG 9000 = ball impact only (100–800); each of its 40 tracers adds 49–87 to whatever it hits, so against a big monster at close range the real count is lower. Fist (Berserk) = ×10. Chaingun and Chainsaw count single bullets and teeth; the chaingun always fires in pairs, so an odd count spends one bullet more.
‡ Hit points of the exposed brain — the only part of the Icon of Sin that can take damage.
The BFG 9000 is the kind of weapon that changes your behavior before you even fire it. Once it is in your inventory, groups of powerful enemies stop looking like problems that need to be dismantled one target at a time. Its enormous presence in Doom’s arsenal comes from that combination of limited availability, spectacular firepower, and the very different way you have to think about using it.
Name and Designation
The initialism “BFG” canonically stands for “Big Fucking Gun.” This is confirmed directly by id Software’s internal Doom Bible, a pre-release design document whose weapons section (section 14) spells out the name in full. Because the games themselves never state this outright on-screen, more publication-friendly euphemisms — “Big Fragging Gun,” “Big Freakin’ Gun” — appeared in manuals, strategy guides, and the licensed Doom novels, some predating the Doom Bible‘s public release. The Doom motion picture (2005) offered its own in-universe cover story: the weapon is identified on a computer terminal as the “Bio Force Gun version 3.14,” though the film has a character wryly acknowledge what the letters really stand for once the weapon is fired. In the Quake series, an analogous weapon is designated the BFG 10K rather than BFG 9000 — a distinct name id Software has used consistently across Quake II and Quake III Arena — making “BFG 9000” specifically a Doom-series designation.
Role in the Doom Franchise
Within the Doom series, the BFG 9000 consistently functions as the supreme anti-crowd and anti-boss weapon available to the player. It is built around a design philosophy of decisive, high-cost power: ammunition for it is scarce by design, making each use a meaningful tactical decision rather than a default solution. Players who learn to use it effectively can eliminate clusters of powerful enemies or strip enormous health reserves from boss-tier foes in a single firing sequence.
The weapon appears in Doom (1993), Doom II: Hell on Earth, Final Doom, and Doom 64 and received a distinct redesigned variant in Doom 3. Each iteration adjusts the visual presentation and the specific mechanics of its fire mode while preserving the weapon’s identity as the most powerful ranged option in the player’s loadout. The Doom 3 version, documented separately on the Doom Wiki, carries a notably different visual style consistent with that game’s shift toward a horror-oriented aesthetic, though it retains the BFG 9000 designation.
Mechanics and Source-Port Implementation
In the original Doom engine, the BFG 9000’s behavior involves a two-stage attack. Upon firing, the weapon unleashes a slow-moving green plasma ball that deals 100–800 points of damage upon direct contact with a target. Roughly sequential to the impact, the weapon initiates a secondary attack by firing 40 invisible tracer rays. These rays do not originate from the projectile; instead, they are cast directly from the player’s position, fanning out in a cone roughly 45 degrees wide. This mechanic — often called “BFG tracers” in community documentation — is calculated precisely at the moment of detonation. It delivers an additional 49–87 points of damage per tracer ray to any enemies in the player’s field of view, which is why maximum damage requires both the ball and the tracers to connect. This unique, two-pronged approach was not fully understood by players for years after the game’s release, and uncovering it became one of the more celebrated pieces of Doom reverse-engineering in the community’s history.
Source ports implement the BFG 9000’s behavior with varying degrees of fidelity to the original engine. Vanilla-accuracy ports such as Chocolate Doom replicate the original tracer logic precisely, including all behaviors that result from the original code. Boom-compatible ports extend this foundation while generally preserving the core mechanic. Modern ZDoom-family ports, including GZDoom, expose the weapon as a scriptable class — Classes:BFG9000 — allowing mod authors to extend, replace, or reinterpret the weapon entirely through DECORATE or ZScript. This scriptability has made the BFG 9000 one of the most frequently modified weapons in the Doom modding ecosystem, appearing in countless weapon-set replacements, total conversions, and gameplay mods.
The BFG 9000 in Doom 3
The Doom 3 entry in the franchise features a version of the BFG 9000 that departs significantly from the original’s visual and functional design. Consistent with Doom 3‘s id Tech 4–powered presentation, the weapon adopts a sleeker, more industrialized appearance. The game’s overall design philosophy — slower pacing, emphasis on atmospheric tension, and a focus on encounter-by-encounter survival — shapes how the BFG 9000 is deployed within it. The Doom Wiki maintains a dedicated article for this version, distinguishing it from the original implementation and documenting its specific properties within Doom 3‘s context.
The BFG 9000 in Doom (2016)
The Doom (2016) reinterprets the BFG-9000 to match the reboot’s hyper-kinetic combat loop and id Tech 6–powered presentation. Departing from the original’s classic tracer ray mechanics, the weapon fires a massive, slow-moving ball of ionized Argent energy that automatically lashes out with devastating electrical tendrils at nearby enemies in mid-flight before concluding in a cataclysmic detonation. The game’s overall design philosophy—fast-paced arena movement, aggressive resource management, and high-intensity crowd clearing—shapes how the weapon is deployed, isolating it to a dedicated panic-button superweapon key fed by exclusive Argent cell pickups rather than shared plasma ammunition. The Doom Wiki maintains a dedicated article for this version, documenting its specific mechanical properties and its integration within the Advanced Research Complex lore of Doom (2016).
The BFG 9000 in Doom Eternal
The Doom Eternal refines the BFG-9000 within the framework of id Tech 7’s expanded, hyper-aggressive combat puzzle. While retaining the ionized Argent energy tendril and detonation mechanics introduced in its 2016 predecessor, the weapon is repositioned to fit the game’s stricter resource economy and heightened encounter design, where superweapon ammo is scarcer and tactical deployment is paramount against high-density super-heavy demon waves. Its presence is further magnified by the narrative and visual lore, serving as the core firing component retrofitted inside the planetary defense cannon, the BFG-10,000, on Phobos. Doom Wiki details BFG 9000’s exact damage parameters, capacity limits, and operational role across Doom Eternal’s campaign.
Cultural Footprint
The BFG 9000’s influence extends well beyond the Doom series. The weapon is a canonical example of the “ultimate weapon” archetype — a high-power, high-cost tool that defines the ceiling of a game’s combat loop. Its name has entered general internet vocabulary as shorthand for any absurdly powerful item, tool, or argument, carrying the initialism far outside its gaming origins.
Within the Doom community specifically, the BFG 9000 occupies a symbolic role. Speedrunners have documented optimal usage routes for it across virtually every map in the official game releases. Competitive multiplayer formats on ports such as Zandronum and Odamex regulate BFG availability carefully in match rulesets, acknowledging its game-changing potential. WAD authors routinely use BFG placement as a pacing signal — a BFG hidden in a secret area telegraphs that brutal encounters lie ahead, and a BFG placed openly in a room’s center signals that the player will need it immediately.
Modding and Custom Implementations
The openness of the Doom engine’s source code and the scriptability of modern source ports have produced a vast catalog of BFG 9000 variants in the modding community. These range from faithful reskins to radically reimagined mechanics — railgun variants, area-denial versions, multi-stage charging weapons — all carrying the BFG name as an homage. The ZDoom wiki’s Classes:BFG9000 page serves as a technical reference for mod authors working within the ZDoom/GZDoom ecosystem who need to understand the weapon’s default class properties before overriding them.
Total conversions that overhaul the Doom arsenal entirely typically either retain the BFG 9000 in some form as a nod to the source material or explicitly replace it with an analogue that occupies the same mechanical role: supreme firepower, limited ammunition, reserved for the most extreme situations. In either case, the design logic of the original BFG 9000 persists as the template against which replacement weapons are measured.
Appearances Across the Franchise
The BFG 9000 has appeared in various forms across every mainline Doom game, solidifying its status as a core element of the franchise’s identity rather than a feature of a single title. Beyond the video game entries, it has also expanded into broader franchise media, including the 2005 Doom motion picture as the “Bio Force Gun.”
Across modern source ports, mastering the weapon’s underlying engine mechanics—especially the classic tracer system—remains critical for high-level play. Whether running in a vanilla-faithful port like Chocolate Doom or heavily overhauled in GZDoom using ZScript, the BFG 9000 remains the reference point against which Doom’s combat ceiling is defined.
Frequently asked questions
What does BFG stand for in Doom?
The initialism canonically stands for “Big Fucking Gun,” as confirmed in id Software’s internal Doom Bible design document. The games themselves never spell this out on-screen, so softer variants like “Big Fragging Gun” circulated in official manuals and novels. The 2005 Doom motion picture used the in-universe cover name “Bio Force Gun.”
Does the BFG 9000 appear in Doom 3?
Yes. Doom 3 features a version of the BFG 9000 with a redesigned appearance consistent with that game’s id Tech 4–powered visual style. It is documented separately on the Doom Wiki as the BFG 9000 (Doom 3).
How does the BFG 9000 work in the original Doom engine?
The BFG 9000 fires a projectile and, at the moment of detonation, emits a series of invisible tracer rays that damage enemies within the player’s field of view. This tracer mechanic was not widely understood for years after the game’s release and has been extensively documented through community reverse-engineering of the original source code.
Is the BFG in Quake the same weapon?
Not quite. Quake’s equivalent weapon is officially named the BFG 10K rather than BFG 9000. The “BFG 9000” designation is specific to the Doom series entries.
How do source ports handle the BFG 9000?
Vanilla-accuracy ports replicate the original engine’s tracer logic precisely. Boom-compatible ports generally preserve the core mechanic. ZDoom-family ports such as GZDoom expose the weapon as a scriptable class (Classes:BFG9000), allowing mod authors to modify or replace it entirely using DECORATE or ZScript.