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9x19mm Drop Model
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5.56x45mm Drop Model
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7.62x36mm Drop Model
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12/70 Buckshot Drop Model
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.44 Mag Drop Model
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Ammunition is a resouce type of Item found in SCP: Secret Laboratory. They are used for the various Firearms found ingame.
Contents
In Game
There are two main groups of ammo in game, Foundation Ammo, which only works with Foundation Firearms, and Chaos Insurgency Ammo, which only works with Chaos Insurgency Firearms.
Military Classes will always spawn with the same amount of bullets no matter what magazine attachment their firearm uses. For example, MTF Sergeants spawns with 120 rounds of 5.56x45mm bullets, and by default, the MTF-E11-SR uses a 40 FMJ Mag. Upon spawn, 40 rounds are removed from the pool of 120 and placed into the firearm, leaving the remaining 80 rounds in reserve. If the MTF Sergeants were to instead spawn with the 65 FMJ Drum Mag, then the game will remove 65 rounds from the 120 pool to fill the MTF-E11-SR, leaving only 55 rounds in reserve. Civilian Classes do not spawn with any ammo.
Below are the fives types of cartridges found in game:
- 9x19mm
- 5.56x45mm
- 5.56x45mm is exclusively used by the MTF-E11-SR
- There is a 50% 5.56x45mm will be deleted in the Pocket Dimension.
- 7.62x39mm
- 12/70 Buckshot
- 12/70 Buckshot is exclusively used by the Shotgun
- There is a 30% 12/70 Buckshot will be deleted in the Pocket Dimension.
- Players killed with 12/70 Buckshot will have a 1.9 force multiplier applied to their ragdoll. Causing the ragdoll to fly further than normal.
- .44 Mag
- .44 Mag is exclusively used by the .44 Revolver
- There is a 30% .44 Mag will be deleted in the Pocket Dimension.
- Players killed with .44 Mag will have a 1.2 force multiplier applied to their ragdoll. Causing the ragdoll to fly further than normal.
Chambering
Certain firearms have a special property where they can store one (or two) extra bullet(s) over their max capacity, allowing the player to fire one (or two) more shot(s) before reloading. This is performed by reloading the weapon when it has a full magazine. This only works with firearms where its chamber can store a bullet separately from its magazine. These firearms also have another unique property where the player can interrupt the unreload animation before the chambered bullet is pulled out. This leaves the firearm with no magazine and one bullet in the chamber, allowing it to fire one time (or twice) without a magazine.
The following firearms have this property:
Ammo Limits
Main article: Inventory Mechanics
Players can only carry a limited amount of ammo at a time, based on the Armor they are wearing. Ammo currently stored inside a firearm does not count towards this limit.
The default Ammo Limit for players without Armor:
- 9x19mm - 30 Rounds
- 5.56x45mm - 40 Rounds
- 7.62x39mm - 40 Rounds
- 12/70 Buckshot - 14 Rounds
- .44 Mag - 18 Rounds
Ammo Limit for Light Armor:
- 9x19mm - 60 Rounds
- 5.56x45mm - 40 Rounds
- 7.62x39mm - 40 Rounds
- 12/70 Buckshot - 14 Rounds
- .44 Mag - 18 Rounds
Ammo Limit for Combat Armor:
- 9x19mm - 160 Rounds
- 5.56x45mm - 120 Rounds
- 7.62x39mm - 120 Rounds
- 12/70 Buckshot - 54 Rounds
- .44 Mag - 48 Rounds
Ammo Limit for Heavy Armor:
- 9x19mm - 200 Rounds
- 5.56x45mm - 200 Rounds
- 7.62x39mm - 200 Rounds
- 12/70 Buckshot - 74 Rounds
- .44 Mag - 68 Rounds
Bullet Types
Certain firearms have attachments that allow them to change the bullet type (not cartridge type) they fire. The bullet types will automatically change to fit the weapon's attachments, meaning one can unload an AP MTF-E11-SR, and place that ammo into their FMJ MTF-E11-SR.
There are three types of bullets in game:
- Full Metal Jacket (FMJ) - The default bullet type for most firearms. Has average damage and penetration, making it effective in any situation.
- Firearms with FMJ:
- .44 Revolver (Default)
- FSP-9 (Only option)
- MTF-E11-SR (Default)
- Logicer (Only option)
- Shotgun (Only option)
- Firearms with FMJ:
- Armor Piercing (AP) - Gives the firearm high penetration, making it effective in situations against heavily armored targets. They do not affect the base damage value if the firearm uses FMJ as its default. AP Mags often come in small sizes. Artificial HP and Hume Shield do not have any bullet resistance, meaning AP Bullets are NOT more effective against them.
- Firearms with AP:
- .44 Revolver (Attachment)
- AK (Default)
- COM-18 (Default)
- Crossvec (Attachment)
- MTF-E11-SR (Attachment)
- Firearms with AP:
- Jacketed Hollow-Point (JHP) - Gives the firearm high damage at the cost of low penetration, making it effective against most SCPs and targets without armor.
- Firearms with JHP:
- AK (Attachment)
- COM-15 (Only Option)
- COM-18 (Attachment)
- Crossvec (Default)
- MTF-E11-SR (Attachment)
- Firearms with JHP:
Spawning
Foundation Ammo spawns naturally around Site-02 and on Foundation Military Classes. Chaos Insurgency Ammo does not spawn naturally around Site-02 and can only be acquired via SCP-914 or collecting it off the ground when dropped by Chaos Insurgents. Holding down the Reload Key allows players to unload a firearm.
The list is all the following places where ammo can be acquired besides crafting in SCP-914:
- 9x19mm
- Site-02 (702 - 1395 Rounds Total)
- Light Containment Zone (282 - 318 Total)
- LCZ Armory (270 - 302 Rounds Total)
- 150 Rounds on the tables
- 30 Rounds inside FSP-9
- 30-42 Rounds inside both COM-18s
- 60 - 80 Rounds inside both Crossvecs (based on spawning attachment mag)
- 12 or 16 Rounds inside the COM-15 that spawns in one of the following places:
- Water Closet (in the men's or women's section)
- Glass Room (inside the glass cage, or on the shelf)
- Test Chamber 1 (inside the control room; requires a Keycard to access)
- SCP-173's Containment Chamber (in the side room)
- LCZ Armory (270 - 302 Rounds Total)
- Heavy Containment Zone (420 - 1077 Rounds Total)
- Ammunition Armory (225 - 231 Rounds Total)
- 210 Rounds on the Table
- 15-21 Rounds inside the COM-18
- SCP-079's Containment Area (105 Rounds)
- Weapon Locker Type 21 (90 - 741 Rounds Total)
- Small Cabinets (15-60 Rounds) [Per Cabinet (3 Max)]
- COM-18 (15-21 Rounds) [Only once in Large Cabinet]
- One will always spawn at either SCP-049's Armory or in the Nuke Room Armory.
- Both HCZ-EZ Checkpoints will always have one Weapon Locker Type 21 each. Both will always have three chambers with 15-90 Rounds of 9x19mm each. So together, they have 90-540 Rounds Total.
- Ammunition Armory (225 - 231 Rounds Total)
- Light Containment Zone (282 - 318 Total)
- Military Classes
- 60 Rounds on Facility Guard
- 120 Rounds on MTF Private
- 40 Rounds on MTF Specialist, Sergeant and Captain
- Site-02 (702 - 1395 Rounds Total)
- 5.56x45mm
- Site-02 (770 - 1435 Rounds Total)
- Heavy Containment Zone (770 - 1435 Rounds Total)
- Ammunition Armory (120 Rounds)
- MTF-E11-SR Rack (570 - 675 Rounds Total)
- 160 Rounds (Outside MTF-E11-SR)
- 30-65 Rounds (Inside the MTF-E11-SR)
- One will always spawn at either SCP-049's Armory or in the Nuke Room Armory. (190 - 225 Rounds)
- Two will always spawn in SCP-079's Containment Area (380 - 450 Rounds)
- Weapon Locker Type 21 (80 - 640 Rounds Total)
- Large Cabinets (40-80 Rounds) [Per Cabinet (3 Max)]
- Small Cabinets (40-80 Rounds) [Per Cabinet (3 Max)]
- One will always spawn at either SCP-049's Armory or in the Nuke Room Armory.
- Both HCZ-EZ Checkpoints will always have one Weapon Locker Type 21 each. Both will always have one chamber with 40-80 Rounds of 5.56mm each. So together, they have 80-160 Rounds Total.
- Heavy Containment Zone (770 - 1435 Rounds Total)
- Military Classes
- 40 Rounds on MTF Private
- 120 Rounds on MTF Specialists and Sergeants
- 160 Rounds on MTF Captain
- Site-02 (770 - 1435 Rounds Total)
- 7.62x39mm
- Military Classes
- 120 Rounds on Chaos Riflemen and Conscripts
- 200 Rounds on Chaos Rrepressors
- Military Classes
- 12/70 Buckshot
- Military Classes
- 42 Rounds on Chaos Marauders
- Military Classes
- .44 Mag
- Military Classes
- 24 Rounds on Chaos Marauders
- Military Classes
Unique Ammo
Both the Micro H.I.D. and 3-X Particle Disruptor have their own unique "ammo" that unlike the other ammo types, are not actual items that can be picked up. Simply being a measurement for how much longer they can fire.
The Micro H.I.D. uses a battery to charge itself, a dial on the Micro H.I.D. shows how much charge is left. The battery can be recharged by placing the Micro H.I.D. in SCP-914 on 1:1, Fine or Very fine.
The 3-X Particle Disruptor uses SCP Fusion Ammo (SFA) along side a catalyst that creates a chain reaction when mixed. Allowing the weapon to fire a powerful beam five times before it malfunctions.
Gallery
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Three containers of SCP Fusion Ammo
Trivia
- Many firearms throughout the game's history have used different cartridges compared to their real life counterpart. These changes were made to not overwhelm players with too many cartridge types.
- The FSP-9 is based off the H&K MP7A1, which uses 4.6x30mm rounds instead of 9x19mm.
- Before the second weapon overhaul in v11.0.0, the MP7 (former FSP-9 name) used 7.62mm rounds. This version of the firearm was still based off the H&K MP7A1.
- The Logicer is based off the H&K MG5, which use 7.62x51mm rounds instead 7.62x39mm rounds.
- Before the second weapon overhaul in v11.0.0, the Logicer was based off the Stoner 96 LMG, which uses 5.56mm rounds instead of 7.62mm rounds.
- The removed Project 90 firearm used 9mm rounds instead of 5.7x28mm.
- After the first weapon overhaul in v6.0.0, the MTF-E11-SR was based on the HK417, which uses 7.62mm rounds instead of 5.56mm rounds.
- The barrel of its model had 7.62mmx51 written on it, which itself is incorrect as it should be written as 7.62x51mm.
- The MTF-E11-SR later got a remodel in the v7.3.0 update that was based off both the HK416 and HK417. The HK416 uses 5.56mm rounds.
- The FSP-9 is based off the H&K MP7A1, which uses 4.6x30mm rounds instead of 9x19mm.
- Before the second weapon overhaul in v11.0.0, there were only three types of cartridges, 9mm, 5.56mm and 7.62mm.
- Before the first weapon overhaul in v6.0.0, the cartridges did not use their measurements and instead were called, Pistol Ammo Type (PAT), Rifle Ammo Type (RAT) and SCP Fusion Ammo (SFA).
- Before v6.0.0, there was an item called the Ammo Box that when equipped, would display the amount of PAT, RAT and SFA ammo in reserves.
- In v6.0.0, it was replaced with the Weapon Manager Tablet, serving the same purpose with the addition of changing firearm attachments before its removal in v11.0.0.
- The inventory icon of the Ammo Box had 5.56mm written on it despite the cartridge type not being added to the game until after its removal.
- SFA was readded when the 3-X Particle Disruptor was added to the game, though it was no longer an obtainable item.
- The numbers on the box are dynamic, they will automatically update to the number of rounds currently in the box.
- Before Megapatch II (v9.0.0), Civilian Classes would spawn with ammo.
- Class-D spawned with 15 rounds of 9mm, 5.56mm and 7.62mm each.
- Scientist spawned with 15 rounds of both 9mm and 7.62mm plus 20 rounds of 5.56mm.
- Before Parabellum (v11.0.0), the amount of reserve ammo military classes had upon spawn was always the same due to no magazine attachments existing. They were the following:
- Facility Guards spawned with 0 rounds of both 9mm and 5.56mm plus 35 rounds of 7.62mm.
- MTF Privates spawned with 100 rounds of 9mm, 40 rounds of 5.56mm and 0 rounds of 7.62mm.
- MTF Specialist spawned with 20 rounds of 9mm, 120 rounds of 5.56mm and 20 rounds of 7.62mm.
- MTF Sergeant spawned with 50 rounds of 9mm, 80 rounds of 5.56mm and 0 rounds of 7.62mm.
- MTF Captain spawned with 0 rounds of 9mm, 100 rounds of 5.56mm and 120 rounds of 7.62mm.
- Chaos Insurgents spawned with 20 rounds of 9mm, 0 rounds of 5.56mm and 200 rounds of 7.62mm.
- Chaos Subclass did not exist before v11.0.0, there was only one type of Chaos.
- Before Armor was added in the Parabellum Update (v11.0.0), ammo limits were based on the player's class.
- Class-D and Scientist could hold a maximum of: 50 rounds of 9mm, 80 rounds of 5.56mm and 70 rounds of 7.62mm.
- Facility Guards and all types of MTF could hold a maximum of: 200 rounds of 9mm, 160 rounds of 5.56mm and 100 rounds of 7.62mm.
- Chaos Insurgents could hold a maximum of: 100 rounds of 9mm, 80 rounds of 5.56mm and 200 rounds of 7.62mm.
- This page was last edited on 5 April 2023, at 16:42.
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