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Removed "both" from description of 3 variations.
added video = Elite Dangerous Odyssey - CG triple engineered phasing multicannons -raw tests-
 
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[[File:Multicannon.png|thumb|282px|Class 2 multi-cannon]]
[[File:Multi-cannon Class 4 sneak peek.jpg|thumb|300px|Class 4 Multi-cannon]]
{{quote|Rapid fire, small calibre projectile weapon.|In-Game Description}}
The '''Multi-cannon''' is a small calibre machine gun that rapidly fires kinetic projectiles. Multi-cannons consume less power than energy weapons, generate less heat, and have a longer range, but have a finite stockpile of ammunition that must be replenished.


{{quote|Rapid Fire, small calibre projectile weapon...|In-Game Description}}
==Usage==
The continuous hail of projectiles that Multi-cannons fire are relatively easy to keep on-target and can be fired at the same time as other, more energy-thirsty weapons such as lasers due to their low distributor draw, making them very common weapons among pilots. Their damage does not begin to drop off at range as quickly as that caused by laser weapons does. All Multi-cannons have a maximum range of 4000m, with [[Damage Falloff|damage dropping off]] past 1800m. Projectile velocity for all Multi-cannons is 1600 m/s.


A multi-cannon is a large caliber machine gun mounted on one of your ship's hardpoints and needs assigning to a fire group before it can be used. These weapons are projectile based and use actual ammunition, which needs replenishing when depleted. Multi-cannons consume less power than energy weapons and as a result, give off less heat. These weapons generally have a longer range than their energy counterparts. They fire from a magazine of 90 shots, which automatically reloads when empty. Each multi-cannon that's been mounted, and is active, has its own pool of 2100(when full) ammunition to supply it.
The downside to Multi-cannons is that they require fire to be maintained on the target continuously to deal damage, and this damage is gradual compared to some other types of weapon. They struggle especially against larger ships because of their relatively low armour piercing values being pitted against high [[Armour Hardness]]. As kinetic weapons they also are less effective against shields.


Multi-cannons are available as fixed, gimbal mounted, and turreted versions.
Multi-cannons also have a hidden attribute: a firing delay as they "spin-up". When the trigger is pushed, the weapons will not fire for a short amount of time while they reach the rotational speed required. If the trigger is released during this time, they will spin down without having fired. This means they are better at sustained fire rather than shorter bursts. Spin-up delay is minor but increases with the class of the weapon, with Class 3 having a notably longer delay. This may make Class 3 Multi-cannons less effective against small, nimble ships that allow for minimal time on-target.


==Munitions==
The Class 4 Multi-cannon is notably different in that it fires higher calibre shells at a slower rate, rather than a constant stream of projectiles (see note below). They also have substantially better armour piercing capability, and do not have spin-up delay.
Spent ammunition must be replenished once used. Any station is equipped with a "Re-arm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services.
<!-- Tested ? on ?, 2015-->
Each shot costs 1 CR, therefore each clip costs 90 CR, and one increment of 100 (standard re-arm unit) is 100 CR. Example: you fire 460 rounds in a fight, your total cost will be 460 CR, 4 "units" at 100 CR each, and a prorated "unit" of 60 rounds at 60 CR.


==Specifications==
==Specifications==
{| class="article-table sortable" border="1" style="text-align: center;"
{| class="article-table sortable" border="1" style="text-align: center; font-size:85%"
|-
|-
! Class
! Class
! Rating
! Rating
! Mass<br>(T)
! Mass<br />(T)
! Integrity
! Integrity
! Power<br>Draw
! Power<br />Draw (MW)
! Weapon<br>Mode
! Distributor<br />Draw (MW)
! Damage<br>Type
! Weapon<br />Mode
! Damage<br />Type
! Damage
! Damage
! Armour<br>Pen
! Armour<br />Piercing
! ROF
! ROF
! DPS
! DPS
! Thermal<br>Load
! Thermal<br />Load/s
! Ammo<br>Clip Size
! Ammo<br />Clip Size
! Ammo<br>Maximum
! Ammo<br />Maximum
! Value<br>(CR)
! Value<br />(CR)
|-
|-
| 1 || F || 2.00 || A || 0.280 || Fixed || Kinetic || 2 || A || 8.0 /s || 3 || 1 || 90 || 2,100 || 9,500
| 1
| F
| 2.00
| 40
| 0.280
| 0.06
| Fixed
| Kinetic
| 1.10
| 22
| 7.70
| 8.60
| 0.10
| 100
| 2,100
| 9,500
|-
|-
| 1 || G || 2.00 || A || 0.370 || Gimbal || Kinetic || 2 || A || 8.5 /s || 3 || 1 || 90 || 2,100 || 14,250
| 1
| G
| 2.00
| 40
| 0.370
| 0.07
| Gimbal
| Kinetic
| 0.80
| 22
| 8.30
| 6.80
| 0.10
| 90
| 2,100
| 14,250
|-
|-
| 1 || G || 2.00 || A || 0.260 || Turret || Kinetic || 0 <sup style="color: yellow">[1]</sup> || A || 6.0 /s || 2 || 1 || 90 || 2,100 || 81,600
| 1
| G
| 2.00
| 40
| 0.260
| 0.03
| Turret
| Kinetic
| 0.60
| 22
| 7.10
|4.00
| 0.00
| 90
| 2,100
| 81,600
|-
|-
| 2 || E || 4.00 || A || 0.460 || Fixed || Kinetic || 2 || A || 7.0 /s || 4 || 1 || 90 || 2,100 || 38,000
| 2
| E
| 4.00
| 51
| 0.460
| 0.11
| Fixed
| Kinetic
| 2.20
| 37
| 7.10
| 15.60
| 0.11
| 100
| 2,100
| 38,000
|-
|-
| 2 || F || 4.00 || A || 0.640 || Gimbal || Kinetic || 2 || A || 7.5 /s || 4 || 1 || 90 || 2,100 || 57,000
| 2
| F
| 4.00
| 51
| 0.640
| 0.14
| Gimbal
| Kinetic
| 1.60
| 37
| 7.70
|12.60
| 0.14
| 90
| 2,100
| 57,000
|-
|-
| 2 || F || 4.00 || A || 0.500 || Turret || Kinetic || 2 || A || 5.3 /s || 3 || 1 || 90 || 2,100 || 1,292,800
| 2
| F
| 4.00
| 51
| 0.500
| 0.06
| Turret
| Kinetic
| 1.20
| 37
| 7.30
|7.30
| 0.10
| 90
| 2,100
| 1,292,800
|-
|3
|C
|8.00
|64
|0.640
|0.18
|Fixed
|Kinetic
|3.90
|54
|5.90
|23.10
|0.18
|100
|2,100
|140,400
|-
|3
|C
|8.00
|64
|0.970
|0.25
|Gimbal
|Kinetic
|2.80
|54
|6.70
|18.90
|0.30
|90
|2,100
|578,436
|-
|3
|E
|8.00
|64
|0.970
|0.18
|Turret
|Kinetic
|2.20
|54
|5.30
|11.70
|0.20
|90
|2,100
|3,794,600
|-
|4
|A
|16.00
|80
|0.730
|0.24
|Fixed
|Kinetic
|4.60
|68
|3.00
|28.00
|0.40
|100
|2,100
|1,177,600
|-
|4
|A
|16.00
|80
|1.220
|0.37
|Gimbal
|Kinetic
|3.50
|68
|3.40
|23.30
|0.50
|90
|2,100
|6,377,600
|}
|}
* Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.
* Ammo Max does not account for the current belt, so a total of 2,190 rounds (belt and reserve) when at max ammo capacity.
* Ammo Max does not account for the current belt, so a total of 2,190 rounds (belt and reserve) when at max ammo capacity.
: <sup style="color: yellow">[1]</sup> Displayed in game as 0/10 bars - may mean that damage is very low compared to other weapons?. <sup>(Version 1.01)</sup>
* Class 4 Multi-cannons have lower rate of fire (3.0/s for fixed, 3.4/s for gimballed), but fire two rounds of ammunition at the same time giving a projectile count of 6.0/s and 6.8/s for Fixed and Gimballed respectively.
 
== Engineering ==
This weapon can be modified by [[Engineers]] to enhance its abilities.
 
=== Modifications ===
The following modifications can be applied to this module:
* [[Efficient Weapon|Efficient]]
* [[High Capacity Weapon|High capacity]]
* [[Lightweight Weapon|Lightweight]]
* [[Long Range Weapon|Long range]]
* [[Overcharged Weapon|Overcharged]]
* [[Rapid Fire Weapon|Rapid fire]]
* [[Short Range Weapon|Short range]]
* [[Sturdy Weapon|Sturdy]]
 
=== Experimental Effects ===
The following [[Experimental effect|experimental effects]] can be applied to this module:
* [[Auto Loader]]
* [[Corrosive Shell]]
* [[Double Braced]]
* [[Emissive Munitions]]
* [[Flow Control]]
* [[Incendiary Rounds]]
* [[Multi-Servos]]
* [[Oversized]]
* [[Smart Rounds]]
* [[Stripped Down]]
* [[Thermal Shock]]
 
==Videos==
<gallery>
File:Sidewinder Bounty Hunter - No Engineering - Gameplay - Elite Dangerous
File:Elite Dangerous Odyssey - CG triple engineered phasing multicannons -raw tests-
</gallery>


==Gallery==
==Gallery==
<gallery>
<gallery>
Multicannon.png|Class 2 Multi-cannon
Class 2 Multi-Cannon Concept Art.jpg|Multi-cannon concept art
Class 2 Multi-Cannon Concept Art.jpg|Multi-cannon concept art
mcannon3_concept.jpg|Class 3 multi-cannon concept art
mcannon4_concept.jpg|Class 4 multi-cannon concept art
wpn_c1_multi.png|Class 1 Multi-cannon
wpn_c2_multi.png|Class 2 Multi-cannon
conda multicannons.png|Anaconda showing twin C3 multi-cannons
20160908163522_1.jpg|Fer-de-Lance ''HCS Pournelle'' with Class 4 multciannon on gimbal mounting
Large Multi-cannon.jpg|Large (Class 3) Multi-cannon
Huge Multi-cannon.jpg|Huge (Class 4) Multi-cannon, rear view
Multi-Cannon-Size-Comparison.png|Multi-Cannon size comparison (Class 4 vs Class 2)
Class-4-multi-cannon-fires-space.png|Dual Class 4 Multi-cannon firing
ED-Class-4-Multi-Cannon-Size.png|Class 4 Multi-cannon size compared to a person
</gallery>
</gallery>


{{WeaponNavbox}}
{{WeaponNavbox}}
[[ru:Многоствольное орудие]]
[[zh:Multi-cannon]]
[[Category:Weapons]]
[[Category:Weapons]]

Latest revision as of 22:27, 22 February 2026

File:Multi-cannon Class 4 sneak peek.jpg
Class 4 Multi-cannon

Template:Quote The Multi-cannon is a small calibre machine gun that rapidly fires kinetic projectiles. Multi-cannons consume less power than energy weapons, generate less heat, and have a longer range, but have a finite stockpile of ammunition that must be replenished.

Usage

The continuous hail of projectiles that Multi-cannons fire are relatively easy to keep on-target and can be fired at the same time as other, more energy-thirsty weapons such as lasers due to their low distributor draw, making them very common weapons among pilots. Their damage does not begin to drop off at range as quickly as that caused by laser weapons does. All Multi-cannons have a maximum range of 4000m, with damage dropping off past 1800m. Projectile velocity for all Multi-cannons is 1600 m/s.

The downside to Multi-cannons is that they require fire to be maintained on the target continuously to deal damage, and this damage is gradual compared to some other types of weapon. They struggle especially against larger ships because of their relatively low armour piercing values being pitted against high Armour Hardness. As kinetic weapons they also are less effective against shields.

Multi-cannons also have a hidden attribute: a firing delay as they "spin-up". When the trigger is pushed, the weapons will not fire for a short amount of time while they reach the rotational speed required. If the trigger is released during this time, they will spin down without having fired. This means they are better at sustained fire rather than shorter bursts. Spin-up delay is minor but increases with the class of the weapon, with Class 3 having a notably longer delay. This may make Class 3 Multi-cannons less effective against small, nimble ships that allow for minimal time on-target.

The Class 4 Multi-cannon is notably different in that it fires higher calibre shells at a slower rate, rather than a constant stream of projectiles (see note below). They also have substantially better armour piercing capability, and do not have spin-up delay.

Specifications

Class Rating Mass
(T)
Integrity Power
Draw (MW)
Distributor
Draw (MW)
Weapon
Mode
Damage
Type
Damage Armour
Piercing
ROF DPS Thermal
Load/s
Ammo
Clip Size
Ammo
Maximum
Value
(CR)
1 F 2.00 40 0.280 0.06 Fixed Kinetic 1.10 22 7.70 8.60 0.10 100 2,100 9,500
1 G 2.00 40 0.370 0.07 Gimbal Kinetic 0.80 22 8.30 6.80 0.10 90 2,100 14,250
1 G 2.00 40 0.260 0.03 Turret Kinetic 0.60 22 7.10 4.00 0.00 90 2,100 81,600
2 E 4.00 51 0.460 0.11 Fixed Kinetic 2.20 37 7.10 15.60 0.11 100 2,100 38,000
2 F 4.00 51 0.640 0.14 Gimbal Kinetic 1.60 37 7.70 12.60 0.14 90 2,100 57,000
2 F 4.00 51 0.500 0.06 Turret Kinetic 1.20 37 7.30 7.30 0.10 90 2,100 1,292,800
3 C 8.00 64 0.640 0.18 Fixed Kinetic 3.90 54 5.90 23.10 0.18 100 2,100 140,400
3 C 8.00 64 0.970 0.25 Gimbal Kinetic 2.80 54 6.70 18.90 0.30 90 2,100 578,436
3 E 8.00 64 0.970 0.18 Turret Kinetic 2.20 54 5.30 11.70 0.20 90 2,100 3,794,600
4 A 16.00 80 0.730 0.24 Fixed Kinetic 4.60 68 3.00 28.00 0.40 100 2,100 1,177,600
4 A 16.00 80 1.220 0.37 Gimbal Kinetic 3.50 68 3.40 23.30 0.50 90 2,100 6,377,600
  • Ammo Max does not account for the current belt, so a total of 2,190 rounds (belt and reserve) when at max ammo capacity.
  • Class 4 Multi-cannons have lower rate of fire (3.0/s for fixed, 3.4/s for gimballed), but fire two rounds of ammunition at the same time giving a projectile count of 6.0/s and 6.8/s for Fixed and Gimballed respectively.

Engineering

This weapon can be modified by Engineers to enhance its abilities.

Modifications

The following modifications can be applied to this module:

Experimental Effects

The following experimental effects can be applied to this module:

Videos

Template:WeaponNavbox

ru:Многоствольное орудие zh:Multi-cannon