Weapons

Weapons are items humans and SCP 035 can use to attack players on enemy teams in Breach Mode. There are currently 12 weapons, 6 of which can be classified as special.

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This article will only briefly describe weapons ingame. For a more detailed description of each weapon, please visit their individual article.

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**It should be noted that weapon statistics were individually tested and may be prone to slight errors. Game files were inconclusive on weapon statistics and therefore needed to be tested. Weapons were tested on public breach server EU VAULT BREACH #4. Weapons statistics may vary between servers.**

## Weapon Mechanics

The weapons ingame follow a few unique rules that most other games involving weapons do not follow.

### Damage

Strangly, despite having a fixed value in the game files, during testing it was observed that damage from a bullet will randomly choose between 2 numbers and inflict that amount. For example, the can USP Tactical do from 10 to 20 damage per bullet, despite games files listing 17 damage.

### Ammo

Unlike action games but in most horror games involving firearms, weapon reloads in SCP Containment Breach work on a magazine based system instead of simply filling up the gun. When reloading, any ammo that was in the ammunition chamber in the gun will be lost and replaced with a new full magazine. For example, if you accidentally fired a bullet from your M4A4 and left with 29 bullets in the chamber, reloading will dispose of those 29 bullets and replace with a new magazine. This makes it much easier to waste ammo and forces players to think whether the full magazine is worth losing all that ammo. There is also no ammo pickup ability, i.e. the ability to take ammo from dead players or the such. This only way to refill ammo is by using the Box of Ammo.

### Body Damage Multipliers (Headshots)

Unlike most games with firearms, headshots or any other shot to a particular body part will not influence the damage taken by a player in any way whatsoever. It is likely that the feature will be incorporated later in development, but for now, SCP Containment Breach Multiplayer does not multiply or add damage for headshots.

## Melee Weapons

Small weapons that only work in very close combat. Probably not useful to reinforcements role due to their small size still taking up space in inventory better used for a firearm, but for escapees, it may be a weapon to prove dominance among the panic.

### Combat Knife

A small knife, ideal for combat situations. Will deal considerable damage in melee range, likely being able to take down an opponent before their SPAS-12 can do lasting damage.

## Handguns

Small short-barrelled firearms that may not be as powerful as a larger gun, but are reliable and easy to use.

### USP Tactical

A semi-automatic handgun that provides low damage, but a moderate rate of fire and relatively low recoil plus easy to find as well. Due to its high frequency throughout the facility, majority of escape class roles will be using this weapon. Guards will spawn with this firearm.

### Desert Eagle

A semi-automatic handgun with high damage, but lower rate of fire and high recoil. Spawns in MTF and Chaos Soldiers' loadouts.

## Submachine guns (SMGs)

An automatic firearm that uses ammo typically found in handguns to fire. They typically have less recoil than assault rifles but lower damage. In SCP: Containment Breach, the SMGs used ingame have very similar stats.

### FN P90

A compact SMG with high rate of fire and the largest non-heavy weapon magazine with 50 bullets. However ultises lower damage bullets. Some servers ulitise this in Guards' loadouts as their primary weapon. Otherwise it can be found in the armoury in Light Containment Zone or in the Electrical Centre room.

### MP5-SD

A SMG similar to the statistics of the FN P90 but with a lower recoil, However has less bullets in its magazine. Some servers ulitise this in Guards' loadouts as their primary weapon. Otherwise it can be found in the armoury in Light Containment Zone,

## Assault Rifles

High damage, automatic firearms with moderate firerate. Usually considered an all-rounder in the world of firearms. Jack of all trades, master of none.

### M4A4

An automatic high damage firearm with an ample ammo count. Has a moderate firerate which is higher than most normal weapons. This is one of the three possible primary weapons MTF and Chaos Soldiers may spawn with.

### HK-G36

An automatic high damage firearm with the same ammo capacity as the FN P90 with very reduced recoil. More information unconfirmed.

## Shotgun

Extremely high damage, close-range effective firearm solutions. Releasing several pellets of good damage onto a target, which also increases the chance of hitting a target with atleast 1 projectile. However, they aren't very effective in medium or longer ranges.

### SPAS-12

A shotgun which propels 6 pellets from its barrel, each of which deals a low damage, but resulting in a total of enough to take down a MTF in few shots in close range (assuming you don't somehow miss with its increased hit area). It has a very low rate of fire and high recoil, but its damage makes it extremely effectively in short range. In long range however, the bullets are spread far enough and the damage dropoff distance is low enough to make this weapon almost completely useless. This is one of the three possible primary weapons MTF and Chaos Soldiers may spawn with.

## Grenades

Throwable one-time use explosive, but not necessarily lethal, devices. They are typically deployed in firefights or active recontainment of more dangerous SCPs. They commonly work to distract or damage enemies. Since the grenades can be thrown and bounces, it can be used to attack around corners or clear a room with hostiles.

### Grenade

A regular throwable explosive device. Can be thrown and will heavily damage any players nearby. This is commonly use to clear a room of hostiles around a corner or holded up. Unfortunately since the weapon is explosive, it will damage you and any teammates near it, despite friendly fire settings. Grenades are a single use weapon and cannot be used again. Due to frequent reports of grenades being used to kill teammates, most public servers have removed grenades from reinforcements loadouts, but some servers do keep it in the Guard's loadout.

### Flashbang

A throwable explosive device that does not harm any players, but any enitity near the flashbang when it explodes will be blinded by a strong light and deafened by a loud sound for approximately 2 seconds. This is useful to temporally distract enemies to buy time to clear them out or run. Flashbangs will affect ally players but cannot harm them, avoiding the issue regular grenades had. Flashbangs will spawn with MTFs or Chaos Soldiers but does have a chance of being replaced with a smoke grenade.

### Smoke Grenade

A throwable explosive device that also will not harm players, but will produce an opaque smokescreen that will block visibility within its range. This lasts for approximately 5-10 seconds(verification needed). It is unknown if the smoke grenade can hinder SCP-096 from being triggered. Smoke grenades are particularly useful in blocking a rush charge or hiding an escape as enemies cannot see which direction or where you are. It can also be used as cover as it is harder to shoot what cannot be seen. It is not recommended however to attack while both you and your enemy is in smoke unless you have the clear advantage as you also cannot see through the fog. Smoke grenades will spawn with MTFs or Chaos Soldiers but does have a chance of being replaced with a flashbang

*Note that some public servers may offer both flashbangs and smoke grenades to MTFs and Chaos Soldiers.*

## Special Weapons

Weapons that are not typically deployed in a regular firefight, or do not accurately meet the requirements of a firearm in this context.

### Micro H.I.D

A miniaturised version of the prototype High Intensity Discharge technology the Foundation is developing. This beast was originally developed to incapacitate SCP 106 in case of a containment breach with a intense light beam, which 106 is crippled by. However, the technology has been changed to release a electrical discharge instead, making it highly effective in recontaining any SCP, or eliminate any humans for that matter. However it is extremely difficult to use due to active recoil, takes a while to charge and fire and is only found in SCP 106's cell. The weapon also is able to damage teammates, meaning you will need to be careful when working in a team. The weapon is also single use and will disappear after use.

### Minigun

Who needs a tactical approach when you got a minigun? The minigun uses bullets from an assualt rifle and fires them at a ridicilously high fire rate. This thing will shred a reinforcement team or even an SCP. Though the insane recoil and size of it makes it very impractical in most situations. It is also only found in the armouries in Light Containment Zone and even then might not always spawn in them.

### Rocket Launcher

A rocket launcher that launches highly explosive and damaging rounds. Having one gives you an extreme advantage and can absolutely cripple an enemy mount. However, it can only hold one rocket at a time, meaning frequent reloads. Its explosive rounds also puts you and your team at risk, as explosion damage will still affect allies even with friendly fire off. The rockets aim down sights also blocks most of your view, making it difficult to aim. The rocket launcher can be found in the armouries in Light Containment Zone (Small Chance), Dr Harp's office or in SCP 860's observation room.

## Box of Ammo

Not a weapon but is crucial for long term usage of weapons. A **Box of Ammo** is an item in your inventory that will spawn if you are a MTF or Chaos Soldier, or in the armoury in Light Containment Zone. The game currently does not have any form of ammo pickup and looting ammo. Respawning also does not restore ammo. Taking anothers M4A4 to replace your own M4A4 will not restore ammo, as an example. The game's only form of ammo refill is using the Box of Ammo, which will replienish all weapon ammos, even if the weapon is not held or in your inventory. To use a box of ammo, simply double click the item in your inventory. It will however force you to stay still a wait a time of ~3 seconds(Verifiication required) , similar to using a first aid kit. The only weapons that cannot be refilled using a Box of Ammo are the Micro H.I.D and Grenades as they are single use weapons and will disappear from your inventory (or world) after use.