Weapon

Chaingun

A rapid-firing, multi-barrelled automatic weapon occupying slot 4 in Doom's classic arsenal.

The chaingun is a rapid-firing, multi-barrelled automatic weapon in the classic Doom series. It shares ammunition with the pistol, drawing from the player’s shared bullet stock. First encountered in a secret area of E1M2: Nuclear Plant in Doom and on MAP03: The Gantlet in Doom II, the chaingun is highly effective at mowing down hordes, capable of pinning enemies in continuous pain states, and delivering accurate two-shot bursts when tapped rather than held.

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
5–15 (avg 10.4)
Rate of fire
525.0 per minute (4 tics per shot)
Ammo
Bullets, 1 per shot · max 200 (400 with backpack)
Type / range
Hitscan, 2048 map units
Slot
4
Ammo on pickup
20 bullets with the weapon, 10 when dropped by a Chaingunner (doubled on I'm Too Young to Die and Nightmare!)

Behaviour: Fires in pairs of bullets; the first pair of a burst is accurate, the rest spread.

Source lines: p_pspr.c:753 · p_pspr.c:633 · info.c:188

Shots to kill

EnemyHealthMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Zombieman202242 bullets0.1 s
Shotgun Guy302363 bullets0.2 s
Imp6046126 bullets0.6 s
Demon (Pinky)15010153015 bullets1.6 s
Spectre15010153015 bullets1.6 s
Lost Soul1007102010 bullets1.0 s
Cacodemon40027398039 bullets4.3 s
Baron of Hell1000679720097 bullets11.0 s
Cyberdemon4000267387800387 bullets44.1 s
Spider Mastermind3000200290600290 bullets33.0 s
Hell Knight500344910049 bullets5.5 s
Revenant30020296029 bullets3.2 s
Mancubus600405812058 bullets6.5 s
Arachnotron500344910049 bullets5.5 s
Pain Elemental40027398039 bullets4.3 s
Arch-Vile700476814068 bullets7.7 s
Chaingunner (Heavy Weapon Dude)7057147 bullets0.7 s
Wolfenstein SS5045105 bullets0.5 s
Commander Keen1007102010 bullets1.0 s
Icon of Sin §250 ‡—————

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. § In its intended MAP30 placement the brain sits in a pit that only the rocket launcher’s blast reaches, so the rocket row counts blast alone (128 at most, with the explosion touching the head; 2 rockets at that maximum, usually 3) and every other weapon shows —: reaching the brain with them takes an exploit or a freelook port (Doom Wiki: Romero’s head).

Where to find it

Lying on the floor in 76 of the 132 classic maps (The Ultimate Doom 29, Doom II 21, TNT: Evilution 16, The Plutonia Experiment 10). First: E1M2 Nuclear Plant. MAP32 Grosse (Doom II) places 3 of them.

The Ultimate Doom — 29 maps
MapNameI–IIIIIIV–V
E1M2Nuclear Plant111
E1M3Toxin Refinery111
E1M4Command Control111
E1M5Phobos Lab111
E1M6Central Processing111
E1M7Computer Station111
E1M8Phobos Anomaly111
E1M9Military Base111
E2M2Containment Area111
E2M3Refinery111
E2M4Deimos Lab111
E2M5Command Center111
E2M6Halls of the Damned111
E2M7Spawning Vats111
E2M9Fortress of Mystery111
E3M2Slough of Despair111
E3M3Pandemonium111
E3M4House of Pain111
E3M5Unholy Cathedral111
E3M6Mt. Erebus111
E3M9Warrens111
E4M1Hell Beneath111
E4M3Sever the Wicked111
E4M4Unruly Evil111
E4M5They Will Repent111
E4M6Against Thee Wickedly111
E4M7And Hell Followed111
E4M8Unto the Cruel111
E4M9Fear111
Doom II — 21 maps
MapNameI–IIIIIIV–V
MAP03The Gantlet111
MAP07Dead Simple111
MAP08Tricks and Traps111
MAP10Refueling Base111
MAP11Circle of Death111
MAP12The Factory111
MAP13Downtown111
MAP14The Inmost Dens111
MAP15Industrial Zone111
MAP16Suburbs111
MAP17Tenements111
MAP18The Courtyard111
MAP19The Citadel111
MAP25Bloodfalls111
MAP26The Abandoned Mines111
MAP27Monster Condo111
MAP28The Spirit World111
MAP29The Living End111
MAP30Icon of Sin111
MAP31Wolfenstein111
MAP32Grosse333
TNT: Evilution — 16 maps
MapNameI–IIIIIIV–V
MAP02Human BBQ111
MAP03Power Control011
MAP04Wormhole111
MAP05Hanger111
MAP11Storage Facility111
MAP13Nukage Processing111
MAP14Steel Works111
MAP15Dead Zone222
MAP16Deepest Reaches110
MAP18Mill111
MAP23Lunar Mining Project111
MAP26Ballistyx110
MAP27Mount Pain111
MAP29River Styx111
MAP30Last Call111
MAP31Pharaoh111
The Plutonia Experiment — 10 maps
MapNameI–IIIIIIV–V
MAP04Caged111
MAP06Baron's Lair111
MAP12Speed111
MAP14Genesis111
MAP25The Temple of Darkness111
MAP28The Sewers111
MAP29Odyssey of Noises111
MAP30The Gateway of Hell222
MAP31Cyberden111
MAP32Go 2 It111

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; weapons dropped by monsters are not placements. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.

The chaingun occupies weapon slot 4 in the classic Doom arsenal, slotting between the shotgun and the rocket launcher as the player’s primary sustained-fire option. Where the shotgun delivers concentrated burst damage and the rocket launcher handles crowd control with splash, the chaingun bridges both roles through sheer volume of fire — spraying hitscan bullets at a rate that can stagger or outright kill many mid-tier demons before they mount a counterattack.

The chaingun’s early history

The chaingun was already present in Wolfenstein 3D, the game id Software released immediately before Doom, and Doom likewise included the weapon alongside the pistol. An early version of the Doom chaingun appeared in the press release beta, where its graphic differed from the final version. In particular, the barrel tips stopped short of the barrel band rather than extending past it as they do in the released game. Despite its name and appearance, the Doom chaingun is not a true chain gun. The chaingun’s in-game images draw its look from the “Ol’ Painless” Tootsie Toy Gatling Gun, a motorized, electronic toy Gatling cap gun, while a real chain gun uses a single barrel and an electrically driven chain mechanism to cycle its action.

Combat mechanics

Every trigger pull from the chaingun produces two hitscan shots in pairs, so long as the player has at least two bullets available. Each individual bullet deals between 5 and 15 points of damage. A notable property of the weapon’s accuracy model is that the first two shots in any volley are perfectly on target — no dispersal is applied. If the trigger is held continuously, subsequent shots suffer the same spread as pistol fire: a standard deviation of approximately 2° with a ceiling of ±5.5°. This behavior makes the chaingun surprisingly viable for long-range sniping when the player taps the fire button rhythmically rather than holding it down, producing accurate two-shot bursts each time.

The reason exactly two shots remain accurate is tied directly to the classic Doom source code. A_FireCGun calls P_GunShot with accuracy determined by the refire counter; that counter is still 0 for the first two chaingun firing states and is only incremented by A_ReFire, so a fresh tap resets the accuracy. The inaccuracy itself comes from two random values being subtracted and shifted in P_GunShot.

The rapid rate of fire — 525.0 shots per minute in the original game — means that a single enemy caught in sustained chaingun fire will frequently be interrupted mid-animation, cycling through its sprite frames so rapidly that it appears to shuffle and spin. The Doom instruction manual named this effect “the chaingun cha-cha.” Beyond the cosmetic curiosity, the practical implication is meaningful: enemies with a meaningful pain chance, such as imps, cacodemons, and demons, will spend most of their time in pain states rather than attacking, effectively neutralizing their threat so long as bullets hold out.

Ammunition economy

The chaingun draws from the same shared bullet stock as the pistol, meaning every bullet picked up anywhere — including clips, bulk ammo boxes, and those recovered from fallen zombiemen and shotgun guys — feeds the chaingun. A chaingun picked up directly as a floor item provides 20 rounds, or 40 on the “I’m Too Young To Die” and Nightmare! skill levels. Chainguns dropped by fallen heavy weapon dudes yield only 10 rounds (20 on ITYTD/NM) and, unlike placed weapons, vanish if crushed beneath a door or moving ceiling rather than persisting as pickups. The maximum bullet capacity is 200 rounds, expandable to 400 when the player carries a backpack.

First appearances across IWADs

Aside from the locations listed above, chaingun also appeared in Doom 64, with its first encounter in MAP02: The Terraformer. In deathmatch, it appears as early as E1M1: Hangar and MAP01: Entryway respectively.

Doom 64 variant

The Doom 64 iteration of the chaingun carries several distinguishing characteristics. Visually, it features longer perforated barrels and a worn blue finish rather than the polished steel of the PC version; its pickup sprite has a somewhat rusted appearance. In terms of performance, the Doom 64 chaingun fires at 600.0 shots per minute — faster than the original — and deals 4–16 points of damage per bullet rather than the 5–15 of the classic version. When fired, the screen jerks up and down rapidly, adding a kinetic feedback absent from the PC release. The muzzle flash also differs: Doom 64 uses a smaller blue flash compared to the continuous bright flash of the PC version.

In the modern games

Doom 3 reimagines the weapon as the “UAC Weapons Division Mach 2 Chain Gun.” It has a roughly half-second wind-up before firing and uses dedicated .30-calibre belt ammunition rather than the classic Doom bullet pool. Its belts hold 60 rounds, while a chaingun dropped by an enemy provides 30 rounds.

In Doom (2016), the chaingun is the Delta-12, a high-velocity heavy weapon that fires 15 mm tungsten slugs. Unlike Doom 3’s version, it begins firing as it spins up rather than waiting for the barrels to reach full speed.

Doom Eternal removes the spin-up delay altogether, allowing the chaingun to fire at full speed immediately. It shares its ammunition pool with the Heavy Cannon and adds the Energy Shield and Mobile Turret weapon mods.

Port variations and a known bug

The chaingun behaves somewhat differently across ports. In the Sega Saturn version, it fires significantly faster than in other releases. In PSX Doom, the firing animation changes so that the muzzle flash blinks rather than remaining continuous as in the PC original.

The chaingun is associated with one well-documented engine bug: when exactly one bullet remains, the chaingun fires that bullet normally, but the engine plays the firing sound (DSPISTOL) twice instead of once. The root cause lies in the A_FireCGun function, where S_StartSound is called before the ammunition check, causing the extra sound even though only one bullet is consumed. Some source ports have fixed this bug, although some deathmatch players have noted a minor gameplay implication of doing so.

Tactical role

Against the full roster of Doom’s enemies, the chaingun performs reliably across a wide threat range. Zombiemen and barrels fall in roughly two shots on average. Imps and cacodemons require more sustained fire but remain pinned by pain states throughout. Demons and spectres demand a longer burst. Boss-tier enemies — the cyberdemon and spider mastermind — have very low pain chances and thus are not effectively stunlocked; against them the chaingun serves better as a damage-dealer of last resort than as a crowd-control tool.

The weapon also appears prominently in tapping techniques where the player fires brief two-shot bursts to maintain perfect accuracy while conserving ammunition. This approach is especially documented on MAP07: Dead Simple.

Frequently asked questions

Where does the chaingun first appear in the Doom series?

The chaingun first appears in E1M2: Nuclear Plant in the original Doom. It subsequently appears on MAP03: The Gantlet in Doom II, MAP02: Human BBQ in TNT: Evilution, MAP04: Caged in The Plutonia Experiment, and MAP02: The Terraformer in Doom 64.

Why is the chaingun weapon number 4?

In the classic Doom control scheme, the chaingun occupies weapon slot 4, between the shotgun and rocket launcher. This is the weapon number assigned to it in the game’s standard weapon-selection system.

Which modern Doom game introduced the dedicated Mach 2 Chain Gun?

Doom 3 introduced the UAC Weapons Division Mach 2 Chain Gun, replacing the classic weapon’s shared bullet ammunition with dedicated .30-calibre belt ammunition and adding a wind-up before firing.

Does Doom Eternal still use a chaingun spin-up?

No. Doom Eternal removes the spin-up delay and lets the chaingun fire at full speed immediately.

What is the chaingun bug involving two sounds?

When exactly one bullet remains, the chaingun fires that bullet normally — but the engine plays the firing sound (DSPISTOL) twice rather than once, because the sound call occurs before the ammunition check in A_FireCGun. Some source ports have fixed this bug, although some DM players pointed out that doing so carries a minor gameplay implication.

What real object was the chaingun sprite based on?

The chaingun’s in-game images were taken from the “Ol’ Painless” Tootsie Toy Gatling Gun, a motorized electronic toy Gatling cap gun.

How does the Doom 64 chaingun differ from the original?

The Doom 64 chaingun fires at 600.0 shots per minute (versus 525.0 in the original) and deals 4–16 damage per bullet (versus 5–15). Visually it features longer perforated barrels and a worn blue finish, with a smaller blue muzzle flash. Firing it causes the screen to jerk up and down rapidly.

What is the "chaingun cha-cha"?

The Doom instruction manual used the phrase “chaingun cha-cha” to describe the visual effect of the chaingun’s rapid rate of fire on enemies: targets appear to rapidly turn and shuffle in place because the chaingun’s continuous hitscan interrupts their sprite animation sequences so frequently.

Sources