# MINIGUN REPLACE SLOTS · combined summary list v1 (MINIGUN, 28 Oct) · for the coordinator's OK

## Scope and rules
- **The slots:** 15 in all.
  - 10 that the user rated REPLACE or marked map/pre-placed.
  - 5 from replace58: brrrt, red-hot, the-gap, the-hose, plus mid-matchwood.
- **Each slot keeps its key and rarity**, and gets a NEW kill.
- **Every kill is MAP-INDEPENDENT:** `needs` = FLOOR + space only. Every prop is a gold cast or the fighters' own weapon. It must pass mapCheck on all 17 dry maps (The Deep may skip).
- **No faces, no costumes.**
- **Gore goes through K58.STYLE:**
  - limb-off + spray, round caps, headPop, explode, soul rise;
  - the six-level ladder, with the XT first;
  - endings varied per ANTI-TEMPLATE.
- **Movement:** THE X (anticipation → snap → hold), two hands always accounted for, props land and stay.
- **Camera:** wide (zoom floor 320; punches ≤ 0.5 s).
- **Uniqueness:** each core was grep-checked against the ledger. The near ingredients are named in each entry.

## THE 15 KILLS

### 1. minigun.brrrt · LEGENDARY → "HOMECOMING" · DUEL (ranged) / turnabout · ~18 s
- **Who:** Nitha with an RPG.
- **CORE:** a rocket that comes home.
- **The fight:**
  - It opens as a rocket duel across the floor. The minigun works as a close-in weapon system: each rocket is shredded in mid-air between them, and the explosions ripple closer every time.
  - She fires two at once, one high and one low. Faris drops to a knee and takes both.
  - Her last rocket: Faris shoots off only its tail fins. It tumbles, then corkscrews round in a loop and comes back at her. Unstable rockets really do this.
  - She throws the launcher and runs. It chases her and hits her in the back.
- **Hands:**
  - Nitha: the launcher on her shoulder; her free hand loads each rocket from a back-sling.
  - Faris: both hands on the gun throughout.
- **Ending:** the old-game FULL EXPLODE (STYLE.explode: limbs flying, the head pop, the radial Pop). Faris walks through the drifting smoke.
- **Unique:** no kill has a projectile that turns round and homes on its owner. "Shot out of the air" (rpg.mid-shot-down) is only an ingredient here.

### 2. minigun.hold-still · COMMON → "BENT" · DUEL · ~11 s
- **Who:** Chotu with a sledgehammer.
- **CORE:** a bent barrel shoots round corners.
- **The fight:**
  - Chotu fights the gun with weight: he parries the cluster aside with the haft, ducks a burst, and lands an overhead blow that bends the barrel cluster down across the shroud.
  - He grins behind the hammer head, which he holds up like a shield.
  - Faris fires anyway. The bent barrels throw the stream in a hooked fan that curls round the hammer head and takes his arm off at the shoulder from the side.
- **Hands:**
  - Chotu: two hands on the hammer; one hand after the arm goes.
  - Faris: both hands on the gun.
- **Ending:** the hammer drops, his guard is gone, and the head pops.
- **Unique:** the bent barrel's curved stream (0 ledger hits).

### 3. minigun.locked · RARE → "CARAPACE" · SIEGE · ~19 s
- This is my approved minigun SIEGE (doc `cine_the-trick_choreo.md`), moved here because the-trick now goes to N1 as a fix.
- **The layers:** a sandbag barricade, a cast tripod mount, a pavise, then carapace plates on his body.
- Pass 2 is already built in my work copy. Pass 3 and the pack remain.

### 4. minigun.mid-matchwood · RARE MID → "SKIP" · ≤ 3 s · (v2, 28 Oct: SPIN TURN collided with C's SMG THE TURN)
- **Who:** Hiba, sprinting in with a knife.
- **CORE:** she ducks under the stream, and it skips up off the floor into her. This is real skip-fire.
- **The beats:**
  - At the spin-up she drops low into a crouch to go under the stream.
  - Faris dips the muzzle to the floor a stride ahead of her.
  - The slow-mo punch: the rounds strike the floor, spark, and skip up in low arcs into her crouch.
- **Ending, by gore level:**
  - XT: the skips tear up her front into the head pop.
  - VH / H: the head pop.
  - M: a leg off with spurts; she falls dead.
  - L: spurts in her legs; she drops (no head pop).
  - VL: the skips spark round her and she scrambles away, dazed.
- **Unique:** skip-fire (0 ledger hits).

### 5. minigun.quiet · EPIC → "BETWEEN ROUNDS" · BULLET TIME · ~16 s
- **Who:** Mikku, an unarmed acrobat. No blade, so not IAI's bullet-cutting.
- **CORE:** he threads the gaps between rounds, until Faris doubles the rate.
- **The fight:**
  - In extended smooth slow-mo the stream reads as a dotted line of rounds. He weaves through the gaps step by step. Real-time cuts show how impossible that is.
  - He gets within a metre.
  - Faris thumbs the rate up: the motor screams, the dots close into a solid line, and he is mid-gap.
- **Ending:** the closing gaps take him piece by piece: the leading arm at the elbow, the knee, then the head. At XT it is the full explode in slow-mo. Real time snaps back as the pieces settle.
- **Unique:** gap-threading plus the doubled rate (0 hits). This is not the SMG BULLET TIMEs (NO VACANCY, the brass storm).

### 6. minigun.red-hot · LEGENDARY → "RED HOT" · STANDOFF · ~18 s
- **Who:** Amjad with a revolver.
- **CORE:** the gun has to cool before it can fire.
- **The beats:**
  - After a long burst, Faris's barrels glow white and lock out. The motor clicks and won't turn.
  - Amjad, who has been pinned, stands up and walks toward Faris, taking his time and reloading as he comes.
  - Stillness. The glow fades white → orange → red → dull. Steam lifts. He stops at arm's length and raises the revolver to Faris's head.
  - The barrels tick down to grey. The motor catches.
- **Ending:** a point-blank head pop. The headless body stands for a beat, sways, then folds.
- **Unique:** an overheat lockout as the clock. COLD START's belt that changes temperature is a different core.

### 7. minigun.skin-camo · EPIC skin → "SPOKES" · DISARM · ~14 s
- **Who:** Fayiz, a soldier with a bayonet on his rifle (the military camo theme).
- **CORE:** a stick in the spokes becomes a rotor blade.
- **The fight:**
  - Out of rounds, Fayiz charges and rams the bayonet into the spinning barrel cluster to jam it. The cluster stops, the motor groans, sparks fly.
  - Then the motor wins: the cluster wrenches the rifle out of his hands and whirls it round like a propeller.
- **Ending:** his own bayonet comes round as a rotor blade and takes the arm at the elbow, then his head clean off (a severed head with a round cap, not a pop). Faris shakes the rifle free.
- **Unique:** a weapon jammed into the cluster turned rotor (0 hits). THE SCARF winds a scarf onto the barrels; this is a different mechanic.

### 8. minigun.skin-classic · COMMON skin → "THE LONG WALK" · LONG TAKE · ~13 s
- **Who:** Fida with a pump shotgun.
- **CORE:** one unbroken shot, and Faris never stops walking.
- **The fight:**
  - She tries everything in sequence: blasts, a gold barrier, a thrown shotgun, a last charge.
  - Each one is answered without breaking stride. The camera orbits in one oner.
  - She ends on her knees out of shells.
- **Ending:** the walk stops at her, and the head pops. Then the camera completes its circle.
- **Unique:** the classic skin as the classic unstoppable walk. THREE MAGS is a LONG TAKE for SMG; this story is different.

### 9. minigun.skin-neon · LEGENDARY skin → "THE GRID" · DEATH REALM · ~20 s
- **Who:** Hiba, a racer.
- **CORE:** a light-trail duel in a synthwave realm.
- **The realm:**
  - **Crossing:** the neon barrels spin up and the arena drops away into a neon grid with a horizon sun.
  - **Inside:** her sprint leaves a solid light-trail wall behind her (the light-cycle idea). She runs rings to box Faris in. The stream cuts her walls.
  - **Return:** she runs into her own last wall.
- **Ending:** in the real arena she bursts in the old-game explode, with neon sparks in the blood. The realm is registered in 58k_REALMS.md.
- **Unique:** light-trail walls (0 hits). CLOSED CIRCUIT's neon tube ceiling is a different idea.

### 10. minigun.tatters · COMMON → "CRY WOLF" · STANDOFF (nerve) · ~11 s · (v2, 28 Oct: THE RIBBON collided with minigun HEADS UP)
- **Who:** Chotu, with a pistol and gold casts.
- **CORE:** he stops believing the warning.
- **The beats:**
  - He has learned the minigun's tell: every spin-up whine, he dives behind a gold low wall that he casts with his free palm.
  - Faris spins the barrels with the trigger off, three times. Each time Chotu dives, each dive sloppier, and he gets more tired and angrier.
  - On the fourth whine he ignores it and charges, firing. That one is real.
- **Ending, by gore level, all at the same beat:**
  - XT: a leg, then the head pop mid-stride.
  - VH / H: the head pop.
  - M: an arm off; he skids down dead.
  - L: spurts across his chest as he drops.
  - VL: rounds chew the floor at his feet; he trips and lies out cold.
- **Unique:** a dry-spin bluff (0 hits on bluff / cry wolf).

### 11. minigun.the-cone · COMMON → "PLAYING DEAD" · AMBUSH · ~12 s
- **Who:** Amjad with a knife.
- **CORE:** he plays dead, and the heavy gun can't turn in time.
- **The beats:**
  - Amjad lies "dead" in a pool. Faris walks past.
  - He springs at Faris's back.
  - Faris can't turn the gun, so he swings its whole weight in a 360° hammer-throw spin. The cluster clubs Amjad out of the air, and as the spin completes the barrels are on him.
- **Ending:** both legs, then the head.
- **Unique:** the weight-spin club. THE CAROUSEL is a scythe ride, a different move.

### 12. minigun.the-gap · RARE → "NOT DOWN YET" · LAST STAND · ~15 s
- This is my approved minigun LAST STAND (doc `cine_wont-start_choreo.md`, no crutch), moved here from wont-start, which now goes to N1 as a fix.
- She keeps fighting, losing pieces. The casts are her low wall and Faris's shackle.

### 13. minigun.the-hose · COMMON → "THE COUNTER" · DUEL · ~11 s
- **Who:** Mikku, a boxer.
- **CORE:** boxing logic against a minigun.
- **The fight:**
  - He reads the cluster's turn like a jab and slips each burst left and right as he walks in, with real head movement and footwork.
  - Faris throws a feint burst (the jab) and holds the real one (the cross).
  - Mikku slips straight into the cross.
- **Ending:** a head pop mid-slip. The body finishes the slip and drops.
- **Unique:** the feint-and-counter (0 minigun hits). THE HOSE's old lean-into-the-stream idea is dropped: laser HEADWIND owns it.

### 14. minigun.the-press · EPIC → "THE LEAD" · CHASE · ~16 s
- **Who:** Fida, a runner.
- **CORE:** he stops chasing and fires where she'll be.
- **The chase:**
  - She circles Faris faster than the heavy gun can traverse, vaulting gold low walls (no springboards), always a step ahead of the stream.
  - Faris stops traversing and leads her. She sees the stream land ahead of her and skids. She reverses, and he anticipates again.
  - Last, she hurdles the stream line, and the stream lifts.
- **Ending:**
  - Both shins go in mid-hurdle.
  - She lands on the stumps.
  - Then the head pops.
- **Unique:** leading the target. ALL AT ONCE (3 rushers betting on the traverse) is a different core.

### 15. minigun.window-dressing · LEGENDARY → "SIX" · DUEL · ~19 s
- **Who:** Nitha, an akimbo pistol gun-fu fighter at THE X bar: slides, flips, cartwheels.
- **CORE:** the motor's dead, so he spins it by hand.
- **The fight:**
  - She outmoves the traverse and shoots the gun's power feed. The cluster coasts to a stop. She walks in, reloading both pistols.
  - Faris slaps the barrel cluster round like a roulette wheel. Each slap fires one barrel. Six slaps, six shots.
- **Ending:** the six shots take her piece by piece:
  - each hand;
  - each knee;
  - the chest (spurts);
  - the head (pop).
- **Unique:** a hand-cranked minigun (0 hits on crank/motor in this sense).

## Order I'd build in (strongest first)
1. RED HOT
2. HOMECOMING
3. SIX
4. BETWEEN ROUNDS
5. THE LEAD
6. SPOKES
7. THE GRID
8. CARAPACE (finish)
9. NOT DOWN YET
10. BENT
11. THE COUNTER
12. PLAYING DEAD
13. THE RIBBON
14. THE LONG WALK
15. SKIP

I'll treat each OK'd entry here as that kill's summary. Each kill's 0.5 s beat list and two-hands table will come with its blocking pass, unless you want fuller beat sheets first.
