From SCP: Secret Laboratory English Official Wiki

Revision as of 02:44, 1 June 2023 by 67.165.137.39 (talk) (→‎Attachments: NV scope doesn't have 1.85x zoom)

Crossvec
Basic Info
Type SMG
Cartridge Type 9x19mm
Ammo Capacity 40 (+1)
Spawn Locations LCZ - Armory
HCZ - SCP-079's Containment Chamber
Weapon Locker Type 21
Spawns on MTF Privates
Basic Stats
Damage 23
Fire Rate 750 12.5 bullets per second
Weight 2.65 kg
Length 61 cm
Handling Stats
Draw Time Default draw time 1.27s
Draw + Chamber Time Draw time for unchambered firearm 1.58s
Tactical Reload Reload time when the magazine is NOT empty 3.62s
Combat Reload Reload time when the magazine is empty 4.25s
Pick-Up Time Higher weight increases time 0.71s Unrounded value: 0.70875s
Accuracy Stats
Bullet Accuracy The overall accuracy of the gun.
This value is added to Hip Fire and Aiming Accuracy.
0.17°
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. 1.7 1.9° (with Bullet Accuracy)°
Aiming Accuracy This value is added to Bullet Accuracy without rounding.
Values past the 100th place are not shown ingame.
0.2 0.37° (with Bullet Accuracy)°
Running Accuracy 2.8°
Miscellaneous Info
Obtainable from 914? True
Deletion % in PD Pocket Dimension High Tier (0%)
Disarm Immunity? Does having this item equipped make the player
immune to being disarmed?
Immune
Attachment Combos  256
Manufacturer Foundation Gunworks  
Lunae Defence (Various Attachments)
Inspired by KRISS Vector SMG
Vector CRB/SO (Extended Barrel)
Item ID 21


The Crossvec is a type of Firearm found in SCP: Secret Laboratory. It acts as an easy to use SMG, with great accuracy due to its low weight.

Operational Guide Entry

A 9mm, submachine gun, popular with several Foundation task forces. It has an integral recoil-reduction system and high fire rate. Few firearms in Foundation possession boast such widespread adoption.
A Mobile Task Force (MTF) operative will often not know the extent of a threat once they’re deployed. 40 rounds should be more than enough for any number of combat scenarios an MTF might enter. At least, that's what they are told.

___
"Early field testing with the Crossvec showed extreme promise. The more field reports I receive, the more confident I am in support of it. There have been a fair few detractors who lament the loss of their previous guns. Some complain about how much polymer is used in its construction. I promise that rigorous testing has been done prior to its approval for Mobile Task Force use. Mark my words, the Crossvec will have an extensive service life in the hands of our Task Forces."
-Chief █████ ██████, Foundation Armament Overseer, Head of the Compact Response Operative Submachine gun Selection program, or C.R.O.S.S.

In Game

The Crossvec is a fairly light weapon, making it great at unleashing continuous fire over short/medium distances even while moving. The weapon's high rate of fire makes it very effective against SCPs or groups of humans, as it possesses a high DPS (Damage per Second) ratio. The firearm's fair amount of attachments also makes it quite versatile for different situations.

The Crossvec has 4 possible spawn locations:


Due to being a closed bolt firearm, the Crossvec bolt will be locked into an open position once it runs out of ammo, which causes the reload animation to be slightly longer. The bolt will only lock to an open position if the Crossvec currently has a magazine in it. If the magazine was removed from the Crossvec but the bullet in the chamber was not, firing this bullet will not cause the bolt to lock to an open position. Though, reloading in this state will still cause the reload animation to be longer than normal as the player now has to rechamber the Crossvec.

Holding down the E key on a player with the firearm equipped will disarm the player.

Attachments

Attachment Stats
Iron Sights
ADS Zoom 1.25x
Default Attachment
Holographic Sight
ADS Zoom 1x
Weight +17%
Dot Sight
ADS Zoom 1x
Weight +17%
Night-Vision Scope
ADS Zoom 1.4x
Night Vision
Aiming Speed -25%
Equip Time +0.22s
Weight +47%
Attachment Stats
Standard Barrel
Default Attachment
Suppressor
Gunshot Loudness -65%
Bullet accuracy +25%
Flash Suppression
Equip Time +0.32s
Length +29%
Weight +13%
Extended Barrel
Damage +5%
Penetration +10%
Bullet Accuracy +43%
Equip Time +0.32s
Length +35%
Weight +23%
Flash Hider
Gunshot Loudness -10%
Flash Suppression
Equip Time +0.14s
Length +6%
Weight +8%
Attachment Changes
Stock
Default Attachment
Retracted Stock
Equip Time -0.47s
Length -33%
Recoil When Aiming +100%
Aiming Accuracy -38%
Attachment Changes
None
Default Attachment
Foregrip
Recoil -40%
Aiming Speed -15%
Equip Time +0.14s
Weight +9%
Laser Sight
Hip-Firing Accuracy +67%
Laser is visible to others
Weight +8%
Flashlight
Light Source
Equip Time +0.14s
Weight +11%
Attachment Changes
JHP Magazine
Default Attachment
Low-cap AP Mag
Penetration +150%
Weight -6%
Damage -15%
Magazine Capacity -10


Stats

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Penetration -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Body (100%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Limb (70%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Head (200%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/AHP (30%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Burned (125%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

Notes:

  • These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
  • Armor does not reduce limb damage.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Damage/Ammo Type -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Penetration -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Body (100%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Limb (70%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Head (200%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/AHP (30%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Damage/Burned (125%) -0 -0 Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator. Expression error: Unexpected < operator.
Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

Notes:

  • These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
  • Armor does not reduce limb damage.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-049 has 20% bullet resistance. Hume Shield does not have any resistance
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.

Related Achievements


Click to view 3 achievement(s) related to Crossvec:

Be Polite. Be Efficient
With a firearm, kill five enemies in under 30 seconds. The timer starts after the first kill.

Change in Command
Disarm an MTF operative.

... You Thinking What I'm Thinking?
Pick up any firearm as a Class-D Personnel.

Sounds







Gallery

Equip + Chamber Animation
Inspect Animation
Reload Animation
Reload Animation (from unload)
Unload Animation
Official 2.1k Render
The Project 90's inventory icon. The P90 was replaced by the Crossvec in the Parabellum (v11.0.0) update.

Trivia

  • The Crossvec replaced the Project 90 in the Parabellum (v11.0.0) update.
    • Despite the FN P90 firing 5.7x28mm rounds, the Project 90 fires 9mm rounds.
  • The Holographic Sight for the Crossvec is based on the Vortex AMG UH-1 Gen 2 holographic sight.
  • The Suppressor for the Crossvec is based on the SliencerCo Osprey 45 suppressor.
  • The KRISS Vector has a downards recoil pattern due to its unusual recoil reduction method, known as the KRISS Super V. This is not represented ingame with the Crossvec, as its recoil pattern goes upwards.
    • This was most likely done for consistency sake, as it may be confusing if only one firearm had a downwards recoil pattern.
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