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SCP: Secret Laboratory
Work In Progress This article is still under construction. It may contain factual errors. See Talk:SCP: Secret Laboratory for current discussions. Content is subject to change. |
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SCP: Secret Laboratory is a multiplayer first person shooter based on the online collaborative writing project the SCP Foundation. Heavily inspired by another horror game also based on the SCP Foundation, SCP: Containment Breach, and in fact originally also using many assets from that game, SCP: Secret Laboratory is set in one of the titular SCP Foundation's black sites, Site-02, amidst a site-wide breach of containment of deadly and scientifically inexplicable SCPs as well as all the death row inmates used as guinea pigs for the Foundation's experiments known as D-Class, as Foundation response teams and another armed faction hostile to the Foundation known as the Chaos Insurgency scramble to retake and re-secure the facility by any means necessary.
The following weapons appear in the video game SCP: Secret Laboratory:
Overview
Firearms can be acquired in SCP: Secret Laboratory by looting one of Site-02's keycard-locked armories, or by running items through SCP-914; some roles also spawn with guns, grenades, and armor by default, and since all the items one is carrying are dropped on death, there's always the option of looting the corpse of another unfortunate player. With enough time with SCP-914 and a sacrificial firearm to transmute, one can acquire any firearm in the game, although access to SCP-914 is automatically barred off about 10 minutes after a round starts.
Besides the ability to fire, reload, and aim down sights, the player can also unload the firearm he is holding by holding down the reload key; a useful feature given how most ammo types have more than one gun chambered for them. With a firearm, the player also gains the ability to "disarm" players from opposing factions by holding the use key on them for a period of time, which forcibly cuffs their hands behind their backs, removes everything from their inventory, and prevents them from picking up objects. This is particularly useful early in a round, where disarming D-Class and scientists and escorting them to the exit at gunpoint respawns them as an operative allied to your faction, but loses relevance as a mechanic as the round progresses. Equipping a firearm in your hands also renders you immune to being disarmed.
Even with an eight slot inventory, by default, the player is limited to only being able to carry one firearm and two grenades, and has a rather small cap on the amount of ammo they can carry (which is counted separately from the item inventory). This can be mitigated by equipping armor, which can also be found in the aforementioned keycard-locked armories; every role that isn't a D-Class inmate or a scientist also spawns with one. Armor comes in three tiers, with each progressive tier increasing the player's item and ammo caps by a bigger amount at the cost of a higher and higher stamina penalty; with Heavy Armor, the player can carry up to three firearms and four grenades, although they're still limited by the eight slot inventory. Unsurprisingly, armor also decreases ballistic damage done to the player by a percentage, with each tier of armor negating a larger percentage of damage, although this percentage is further modified by the "penetration" value of a firearm, which differs between firearms and can be even further modified depending on what attachments have been equipped. Additionally, armor is also locational, and will not protect against shots to limbs (although limb shots inherently deal less damage to begin with); the lowest tier of armor will also not protect against headshots while the other two tiers of armor will.
Speaking of attachments, several high-tech tables with monitors, known as "workstations", can be found strewn across Site-02. Interacting with these workstations allows the player to change the attachments equipped on his firearm and change the reticle of the red dot sight on his gun if he has one equipped. While most of the attachment options involve sights and other modules attached to Picatinny rails, it also allows the player to equip extended magazines and various ammo types (although what ammo types are available is dependent on the firearm); how ammo types can be switched on the spot is a question best not considered.
While the game does, per first-person shooter standards, have a reserve pool of ammo that reloading instantly grabs a full magazine from, it unusually does not display how much ammo is left in the magazine currently loaded in the firearm; some guns have ammo counter attachments, but equipping one usually means you are forgoing another more useful attachment.
Accessible from the main menu is an "operational guide", which offers lore segments and other tidbits on Site-02, the various available roles, all the SCPs, and most importantly all the firearms in the game. These lore segments explain the Foundation's rationale behind their adoption of firearms, provide analyses by Foundation personnel on the Chaos Insurgency's standard issue firearms and doctrine, and occasionally self-deprecatingly poke fun at some of the sillier gun-related things in the game.
SCP: Secret Laboratory has been through several updates and major overhauls of both its gameplay mechanics and gun models; all the mechanics listed in this overview segment and all the guns listed below were only implemented into the game in the v11.0.0 update, appropriately named the Parabellum update.
Handguns
Ruger SR9c
A two-tone Ruger SR9c with a stainless steel slide appears in game as the "COM-15". The only ammo type available for it is JHP. It incorrectly has a capacity of 12+1 instead of the 10+1 it actually should have, although its extended magazine attachment correctly has a capacity of 17 rounds. Only one naturally spawns per round, and in a random spot in the Light Containment Zone; the operational guide reveals that it was the misplaced personal carry pistol of Junior Researcher Dr. David Bonardi, an employee at Site-02. Being a subcompact pistol in a facility staffed by guards armed with Kevlar vests and machine pistols, the SR9c is effectively a stopgap firearm for D-Class and scientists to use to defend themselves from each other (and facility guards, in the case of D-Class), but should be replaced with something better as soon as possible.
A joke variant of the COM-15 also exists called the COM-45. Originally a suggestion made by name in a very vague and grammatically dubious post on the Steam discussion forums seemingly calling for the implementation of a sidearm chambered in .45 ACP, the developers jokingly interpreted COM-45 as "three COM-15s grafted together" instead. The COM-45 can only be obtained by putting a COM-15 through SCP-914 on Very Fine, and even then there is only a 15% chance of obtaining it, with it significantly more likely turning into an MP7A1 or a .44 revolver instead. The COM-45 has a capacity of 36 rounds in the three conjoined magazines plus 3 in the respective chambers. In addition, it has been turned fully automatic, with a monstrous fire rate of 3600 RPM. Unfortunately, this high fire rate results in high amounts of recoil, meaning that the COM-45 is only effective when standing right next to the target you're shooting at, but the obscene damage output ensures that whatever SCP you're firing at will be badly hurt, and whatever unfortunate human opponent you're firing at will be utterly destroyed. The COM-45 is classified as a "special weapon"; as such, it has no available attachments. When aiming down the sights, the player character will randomly pick one of the three iron sights to aim down.
Heckler & Koch P30L
The Heckler & Koch P30L appears with an FDE frame, a threaded barrel with thread protector, and chambered in 9x19mm as the "COM-18". Besides a suppressor that is based on the SilencerCo Osprey 9, the P30L can also equip an HK match weight as a barrel attachment, listed by the workstation as an "extended barrel". The P30L correctly has a capacity of 15+1, and is equipped with armor-piercing ammo by default, although it can also equip a 21-round extended magazine and have its armor-piercing ammo swapped out for JHP. No role spawns with it, and it can only be naturally acquired from armories and weapon lockers. The model is fairly authentic to the real P30L, the only notable changes being the peculiar crosshair pattern on the rear sight instead of the two dots it should actually have, the custom straight trigger, and the engravings on the slide, missing the gun's name and replacing the HK rollmark with FG. Supplementary material reveals that this stands for "Foundation Gunworks", a firearms manufacturing subsidiary of the SCP Foundation in the SCP: Secret Laboratory universe; seemingly they are responsible for manufacturing all the firearms the Foundation uses, as well as the suppressor the P30L can equip.
".44 Revolver"
While generically referred to by the game as a ".44 Revolver", the revolver in SCP: Secret Laboratory is clearly based on the Smith & Wesson Model 500, albeit rechambered in .44 Magnum. The .44 revolver is not a Foundation-issued weapon, and as such does not naturally spawn in Site-02, only being issued to Chaos Insurgency Marauders as a sidearm. By default, the .44 revolver fires in double action with a trigger pull delay of 0.1s, but unusually the player can also also hit the middle mouse button to cock the hammer and fire in single action mode, which is also more accurate and obviously has no trigger pull delay. Per video game standards, the revolver is treated as a super-magnum marksman weapon, the operational guide entry for it even mentioning as such; this is reflected in the attachments available for it, as besides an RMR, the revolver can also equip a silver pistol scope that is seemingly inspired by the Leupold FX-II pistol scope, as well as a fictional stock that attaches to the grip somehow. The barrel length can also be customized as an attachment; the default is called the "Medium Barrel" and is based on the 8.375' barrel, but this can be replaced with the "Short Barrel", which is based on the 4' barrel, and the "Long Barrel", which is based on the 10.5' Performance Center barrel, complete with the pertinent muzzle brake. By default, the revolver has a six-round cylinder, but this too is counted as an attachment and can be swapped out for an eight-round cylinder and even a silly-looking four-round cylinder; how one can swap out the cylinders and modify the timing of the revolver in a split second in the middle of a containment breach is a question best not considered.
Submachine Guns
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears as the "FSP-9," being incorrectly chambered in 9x19mm. It was formerly known as the "MP7" before a weapon overhaul.
KRISS Vector Gen II
The KRISS Vector Gen II is featured as the "Crossvec". As with most pistol-caliber guns, the Vector is chambered in 9x19mm.