Chaingunner
A human trooper turned into a zombie during Hell's invasion of Earth, armed with a chaingun.
The Chaingunner is a mid-tier hitscan enemy in Doom II: Hell on Earth and Final Doom. Armed with a chaingun capable of rapid automatic fire, the Chaingunner carries 70 hit points and is significantly more dangerous than the pistol- and shotgun-armed zombie soldiers that populate the same enemy tier. His sustained rate of fire makes him a priority target in most combat encounters.
Stats
// Engine constants from the Doom source, verified against doomwiki.org — the same dataset as the enemies database. Pain chance = painchance ÷ 256 (nominal odds).
- Health
- 70
- Attack
- Chaingun: 3–15 per bullet
- Speed
- 93.3 u/s
- Pain chance
- 66.41%
- First appears
- MAP03/MAP04 depending on skill
Tactics: Kill or stun them immediately when exposed. Their hitscan weapon can inflict enormous damage before you have time to react.
Shots to kill
| Weapon | Min shots | Typical shots | Max shots | Ammo (typical) | Time (typical) | More |
|---|---|---|---|---|---|---|
| Fist | 4 | 7 | 35 | — | 2.9 s | |
| Fist (Berserk) | 1 | 1 | 4 | — | one shot | |
| Chainsaw | 4 | 7 | 35 | — | 0.7 s | |
| Pistol | 5 | 7 | 14 | 7 bullets | 2.4 s | |
| Shotgun | 1 | 1 | 2 | 1 shell | one shot | |
| Super Shotgun | 1 | 1 | 1 | 2 shells | one shot | |
| Chaingun | 5 | 7 | 14 | 7 bullets | 0.7 s | |
| Rocket Launcher | 1 | 1 | 1 | 1 rocket | one shot | |
| Plasma Rifle | 2 | 4 | 14 | 4 cells | 0.3 s | |
| BFG 9000 | 1 | 1 | 1 | 40 cells | one shot |
Scroll sideways for more columns →
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.
Where it appears
Placed in 84 of the 132 classic maps (Doom II 21, TNT: Evilution 32, The Plutonia Experiment 31). First: MAP03 The Gantlet (Doom II). Most on Ultra-Violence: MAP09 Stronghold (TNT) with 68. Across all maps: 746 / 1149 / 1578 on skill I–II / III / IV–V.
Doom II — 21 maps, 273 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP03 | The Gantlet | 0 | 4 | 9 |
| MAP04 | The Focus | 1 | 5 | 10 |
| MAP05 | The Waste Tunnels | 0 | 5 | 11 |
| MAP06 | The Crusher | 4 | 8 | 11 |
| MAP09 | The Pit | 2 | 8 | 17 |
| MAP10 | Refueling Base | 0 | 4 | 4 |
| MAP11 | Circle of Death | 1 | 3 | 4 |
| MAP12 | The Factory | 5 | 9 | 9 |
| MAP14 | The Inmost Dens | 1 | 14 | 17 |
| MAP15 | Industrial Zone | 1 | 14 | 17 |
| MAP17 | Tenements | 5 | 13 | 22 |
| MAP20 | Gotcha! | 4 | 9 | 12 |
| MAP21 | Nirvana | 3 | 8 | 11 |
| MAP22 | The Catacombs | 11 | 18 | 25 |
| MAP23 | Barrels o' Fun | 8 | 17 | 17 |
| MAP24 | The Chasm | 11 | 19 | 25 |
| MAP25 | Bloodfalls | 0 | 6 | 10 |
| MAP26 | The Abandoned Mines | 3 | 13 | 14 |
| MAP27 | Monster Condo | 4 | 7 | 11 |
| MAP28 | The Spirit World | 1 | 3 | 6 |
| MAP29 | The Living End | 1 | 9 | 11 |
TNT: Evilution — 32 maps, 601 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | System Control | 1 | 2 | 4 |
| MAP02 | Human BBQ | 1 | 5 | 10 |
| MAP03 | Power Control | 0 | 7 | 14 |
| MAP04 | Wormhole | 1 | 13 | 16 |
| MAP05 | Hanger | 6 | 17 | 22 |
| MAP06 | Open Season | 6 | 8 | 13 |
| MAP07 | Prison | 7 | 8 | 12 |
| MAP08 | Metal | 8 | 13 | 26 |
| MAP09 | Stronghold | 16 | 42 | 68 |
| MAP10 | Redemption | 11 | 11 | 11 |
| MAP11 | Storage Facility | 2 | 5 | 12 |
| MAP12 | Crater | 9 | 11 | 17 |
| MAP13 | Nukage Processing | 6 | 12 | 17 |
| MAP14 | Steel Works | 2 | 4 | 15 |
| MAP15 | Dead Zone | 1 | 3 | 10 |
| MAP16 | Deepest Reaches | 4 | 7 | 12 |
| MAP17 | Processing Area | 4 | 9 | 18 |
| MAP18 | Mill | 11 | 28 | 37 |
| MAP19 | Shipping/Respawning | 1 | 11 | 34 |
| MAP20 | Central Processing | 5 | 23 | 48 |
| MAP21 | Administration Center | 15 | 22 | 28 |
| MAP22 | Habitat | 3 | 4 | 4 |
| MAP23 | Lunar Mining Project | 6 | 16 | 21 |
| MAP24 | Quarry | 2 | 6 | 6 |
| MAP25 | Baron's Den | 15 | 12 | 14 |
| MAP26 | Ballistyx | 4 | 6 | 9 |
| MAP27 | Mount Pain | 13 | 24 | 34 |
| MAP28 | Heck | 6 | 6 | 7 |
| MAP29 | River Styx | 2 | 9 | 16 |
| MAP30 | Last Call | 0 | 4 | 8 |
| MAP31 | Pharaoh | 3 | 3 | 3 |
| MAP32 | Caribbean | 11 | 25 | 35 |
The Plutonia Experiment — 31 maps, 704 on UV
| Map | Name | I–II | III | IV–V |
|---|---|---|---|---|
| MAP01 | Congo | 14 | 17 | 18 |
| MAP02 | Well of Souls | 13 | 16 | 19 |
| MAP03 | Aztec | 22 | 22 | 22 |
| MAP04 | Caged | 9 | 10 | 14 |
| MAP05 | Ghost Town | 31 | 39 | 39 |
| MAP06 | Baron's Lair | 8 | 8 | 8 |
| MAP07 | Caughtyard | 2 | 5 | 7 |
| MAP08 | Realm | 11 | 8 | 22 |
| MAP09 | Abattoire | 19 | 19 | 19 |
| MAP10 | Onslaught | 17 | 19 | 23 |
| MAP12 | Speed | 15 | 26 | 33 |
| MAP13 | The Crypt | 14 | 11 | 12 |
| MAP14 | Genesis | 7 | 8 | 9 |
| MAP15 | The Twilight | 38 | 41 | 62 |
| MAP16 | The Omen | 15 | 21 | 24 |
| MAP17 | Compound | 10 | 13 | 17 |
| MAP18 | Neurosphere | 13 | 19 | 24 |
| MAP19 | NME | 4 | 8 | 8 |
| MAP20 | The Death Domain | 18 | 23 | 28 |
| MAP21 | Slayer | 15 | 15 | 15 |
| MAP22 | Impossible Mission | 31 | 39 | 55 |
| MAP23 | Tombstone | 20 | 20 | 20 |
| MAP24 | The Final Frontier | 15 | 18 | 25 |
| MAP25 | The Temple of Darkness | 16 | 18 | 23 |
| MAP26 | Bunker | 24 | 28 | 31 |
| MAP27 | Anti-Christ | 20 | 21 | 32 |
| MAP28 | The Sewers | 5 | 5 | 7 |
| MAP29 | Odyssey of Noises | 34 | 41 | 47 |
| MAP30 | The Gateway of Hell | 6 | 6 | 6 |
| MAP31 | Cyberden | 10 | 11 | 13 |
| MAP32 | Go 2 It | 22 | 22 | 22 |
Single-player thing counts per skill column as the Doom Wiki lists them for each map (I–II = I’m Too Young to Die / Hey, Not Too Rough; III = Hurt Me Plenty; IV–V = Ultra-Violence / Nightmare!). Multiplayer-only placements are not counted; MAP30’s spawner is not a placement. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.
The Chaingunner — whose name in Doom II’s cast sequence is “Heavy Weapon Dude” — is one of the human-derived enemies that populate the demon-overrun installations of the Doom universe. Unlike the basic Zombieman, who carries a pistol, or the Shotgun Guy, who wields a pump-action, the Chaingunner is a substantially more dangerous former-human enemy because of its rapid automatic fire.
Identity and classification in the Doom bestiary
The enemy’s common name, Chaingunner, is derived from his weapon — the same chaingun available to the player. “Heavy Weapon Dude” is the name used in Doom II’s cast sequence, while the Doom II manual describes the monster as the “Former Commando.” The source-code identifier is MT_CHAINGUY.
The Chaingunner is a human trooper turned into a zombie during Hell’s invasion of Earth. He is part of the same former-human soldier group as the Zombieman and Shotgun Guy, but occupies its upper end because of his substantially greater offensive output. The monster is depicted wearing bloodstained red body armor and boots over slate-gray pants, distinguishing it visually from the other zombie soldiers.
Hit points and durability
The Chaingunner has 70 hit points. This places him in a middle tier of durability — tougher than a Zombieman or Shotgun Guy, but far less resilient than the heavier monsters introduced in Doom II. A player who connects with a few shotgun blasts or a burst of chaingun fire can drop a Chaingunner quickly in a direct exchange, but the enemy’s own rate of fire means that standing in the open to do so is a genuine risk calculation.
Combat role and threat profile
The chaingunner’s threat comes from its rapid hitscan attack. Each bullet deals 3–15 points of damage, and the weapon fires at approximately 466.7 shots per minute, slightly slower than the player’s chaingun just under 90% of its rate of fire. The attack is delivered in two-bullet bursts, with a line-of-sight check occurring every second shot.
Once the chaingunner starts its attack, it keeps firing without a fresh wind-up between bursts. Moreover, once it has a clear line of sight to the player, it can continue firing until the player leaves its view, the Chaingunner dies, or it is interrupted by a pain reaction. This allows successive hits to accumulate rapidly despite the relatively low damage of each individual bullet.
Chaingunners are also commonly placed in elevated or otherwise advantageous positions, such as ledges and window openings, allowing them to maintain lines of fire over areas where the player’s movement and available cover may be limited.
Special interactions
- Infighting. A chaingunner will usually survive a first hit from another monster and can sometimes use its rapid fire to stun-lock opponents such as cacodemons and arachnotrons. Its effectiveness is less reliable against monsters with a low pain chance, such as the Baron of Hell. An imp beats the chaingunner often enough so it is worth provoking.
- Arch-vile resurrection. Chaingunners follow the normal Doom resurrection rules and can be resurrected by arch-viles. A resurrected or respawned chaingunner does not drop another chaingun, even though its corpse sprite can still appear to show the weapon.
Tactics: how to defeat the chaingunner
- Break line of sight whenever possible. Use walls, pillars, doorways, and other cover to stop the Chaingunner’s fire, then reposition before attacking. Avoid crossing large open areas while exposed to one or more Chaingunners.
- Prioritize exposed Chaingunners. Their sustained hitscan fire can quickly become more dangerous than nearby slower-firing enemies. When several enemies are present, eliminate an exposed Chaingunner before it can continue firing while you deal with other threats.
- Use the right weapon for the situation. The shotgun and Super Shotgun are effective for quickly removing individual Chaingunners, while the chaingun is particularly useful at close range because sustained fire can repeatedly trigger their pain reaction and prevent them from firing back. Against groups, the rocket launcher or plasma rifle can help deal with multiple targets while limiting the time spent exposed.
- Exploit infighting when it is safe to do so. A Chaingunner can inflict significant damage on other monsters, so provoking one into attacking another enemy can reduce the opposition without requiring you to take the shots personally.
- Collect the reward after the fight. A dead Chaingunner drops a chaingun with 10 bullets, or 20 on I’m Too Young To Die and Nightmare!. Do not cross an exposed firing lane simply to reach the weapon; secure the area first.
Appearances and distribution
The Chaingunner’s placement in the original Doom II and Final Doom games illustrates his enduring utility as a combat threat. In Doom II, the player first encounters Chaingunners on MAP03: The Gantlet on Hurt Me Plenty and higher, while lower skill levels first introduce them on MAP04: The Focus. In The Plutonia Experiment, Chaingunners appear on every map except MAP11: Hunted; Plutonia contains 704 Chaingunners on Ultra-Violence, the most of any canonical Doom title.
Frequently asked questions
Where do you first meet a Chaingunner?
In Doom II, Chaingunners first appear on MAP03: The Gantlet on Hurt Me Plenty and higher skill levels. On I’m Too Young To Die and Hey, Not Too Rough, the first Chaingunners instead appear on MAP04: The Focus.
What does a dead Chaingunner drop?
A Chaingunner drops a chaingun containing 10 bullets. On I’m Too Young To Die and Nightmare!, the dropped chaingun contains 20 bullets. A resurrected or respawned Chaingunner does not produce another weapon drop.
Why does its gun sound like a shotgun?
In the original PC version, the Chaingunner’s firing attack uses the shotgun firing sound. Some console versions instead use the player’s chaingun firing sound.
Is the Chaingunner in Doom 64?
No. The Chaingunner is not present in Doom 64.