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{{Weapon infobox
{{Weapon infobox
|caption = [[FIle:AmmoAnimated.png|300px]]
|image = AmmoAnimated.png
|size=300px
|type = Resource
|type = Resource
|spawn = Throughout Site-02<br>Military Classes
|spawn = Throughout Site-02<br>Military Classes

Revision as of 03:49, 20 November 2022

Ammunition
Stats
Type Resource
Weight
Pick-Up Time Higher weight increases time 0.25 + 0.01a a=Amount of bullets
Deletion % in PD Pocket Dimension Medium Tier (30%) 9x19mm
5.56x45mm
7.62x39mm
12/70 Buckshot
.44 Mag
Disarm Immunity? Does having this item equipped make the player
immune to being disarmed?
Spawn Locations Throughout Site-02
Military Classes
Obtainable from 914? True
Manufactor Site-02 (5.56x45mm)
Bordelli (7.62x39mm)
Monolith Araments (.44 Mag)
Spawn ID 19 = 12/70 Buckshot
22 = 5.56x45mm
27 = .44 Mag
28 = 7.62x39mm
29 = 9x19mm


Ammunition is a resouce type of Item found in SCP: Secret Laboratory. They are used for the various Firearms found ingame.

In Game

There are two main groups of ammo ingame, Foundation Ammo, which only works with Foundation Firearms, and Chaos Insurgency Ammo, which only works with Chaos Insurengcy 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:

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 peformed by reloading the weapon when it has a full magazine. This only works with firearms where its chamber can store a bullet seperately from its magazine. These firearms also have another unique property where the player can interput 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)
  • 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)
  • 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 AP:
      • AK (Attachment)
      • COM-15 (Only Option)
      • COM-18 (Attachment)
      • Crossvec (Default)
      • MTF-E11-SR (Attachment)

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:



  • 7.62x39mm
    • Military Classes
      • 120 Rounds on Chaos Riflemen and Conscript
      • 200 Rounds on Chaos Rrepressor



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

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.
  • 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.
  • 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.
    • 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 cartdrige type not being added to the game until after its removal.
  • 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 magainze 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 off 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.
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