Attachment | Stats |
---|---|
Iron Sights | ADS Zoom 1.3x Default Attachment |
Dot Sight | ADS Zoom 1x Weight +3% |
Holographic Sight | ADS Zoom 1x Weight +6% |
Night Vision Scope | ADS Zoom 1.05x Night Vision Equip Time +0.09s Aiming Speed -25% Weight +22% |
Telescopic Sight | ADS Zoom 3x Aiming Accuracy +33% Equip Time +0.04s Aiming Speed -15% Weight +12% |
Navigation
Wiki Links
FR-MG-0 | |
---|---|
Basic Info | |
Type | Light Machine Gun |
Cartridge Type | 5.56x45mm |
Ammo Capacity | 100 (+1) |
Spawn Locations | MTF-E11-SR Rack |
Spawns on | MTF Captain |
Basic Stats | |
Damage | 22.9 |
Fire Rate | 750 12.5 bullets per second |
Weight | 7.2 kg |
Length | 102 cm |
Handling Stats | |
Draw Time Default draw time | 0.8s |
Draw + Chamber Time Draw time for unchambered firearm | 1.45s |
Tactical Reload Reload time when the magazine is NOT empty | 4.41s |
Combat Reload Reload time when the magazine is empty | 5.16s |
Pick-Up Time Higher weight increases time | 1.51s Unrounded value: 1.505s |
Sprint Penalty | -6% |
Stamina Penalty | -10% |
Accuracy Stats | |
Bullet Accuracy The overall accuracy of the gun. This value is added to Hip Fire and Aiming Accuracy. |
0.05° |
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. | 3.5 4° (with Bullet Accuracy)° |
Aiming Accuracy This value is added to Bullet Accuracy without rounding. Values past the 100th place are not shown ingame. |
0.08 0.13° (with Bullet Accuracy)° |
Running Accuracy | 10.9° |
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 | 400 |
Manufacturer | Foundation Gunworks Lunae Defence (Various Attachments) |
Inspired by | H&K MG36 |
Item ID | 52 |
The Facility Recovery - Machine Gun - 0 also known as the FR-MG-0 for short, is a type of Firearm in SCP: Secret Laboratory. The weapon is a powerful LMG that spawns on MTF Captains.
Operational Guide
A 5.56 light machine gun used by Nine-Tailed Fox, contracted in response to a request for increased suppressive fire capability in a squad. It’s capable of laying down an impressive amount of sustained fire relative to its weight. Its usage by Nine-Tailed Fox is experimental, and does not guarantee more widespread adoption. Formal approval is pending field reports.
___
“It’s a new production for the task forces. Executive order, straight from the top. The exact reasonings for the request are classified, the specifics are only known by the higher-ups. All that we know is that it’s something about wanting to increase the amount of firepower that each squad is capable of. I’ve heard rumors that it’s because of a mission gone wrong, some disaster that the brass felt could’ve been solved by more firepower. Others say that we’re equipping the squads with more firepower in preparation to move further with the EPC. A handful say that it’s just an order for new guns and we need to stop overthinking it. Whatever. I’m not paid to think of stuff like this, I’m paid to build guns. So, if that’s all the questions you have for me, I have machine guns to assemble.”
-Darrel Hawthorne, Production Supervisor, Foundation Gunworks
In Game
The FR-MG-0 has a low hip fire accuracy but a high ADS fire accuracy, making the weapon extremely efficient when aim-firing. The weapon's high firerate, damage and easy to control recoil makes effective to quickly deplete the HP of a target. The high ammo count allows one to fire for awhile before having to reload. The downside of this weapons is its heavy weight and long length, making it terrible at movement accuracy as well as slowing down the player while equipped.
The FR-MG-0 is a closed bolt firearm, allowing it to hold one extra bullet than its max mag size by storing it in the chamber. This also means if the player unloads the FR-MG-0 but cancels the animation before the bullet in the chamber is removed, when they re-equip it, the FR-MG-0' will have one bullet in it despite having no magazine, which they can still fire.
Due to being a closed bolt firearm, the FR-MG-0 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 FR-MG-0 currently has a magazine in it. If the magazine was removed from the FR-MG-0, 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 FR-MG-0.
Holding down the E key on a player with the firearm equipped will disarm the player.
Attachments
Attachment | Stats |
---|---|
Standard Barrel | Default Attachment |
Muzzle Brake | Recoil -10% Equip Time +0.04s Gunshot Loudness +20% Length +8% Weight +2% |
Flash Hider | Flash Suppression Equip Time +0.04s Length +6% Weight +1% |
Short Barrel | Length -10% Weight -2% Damage -4% Penetration -10% |
Suppressor | Bullet Accuracy +11% Gunshot Loudness -65% Flash Suppression Equip Time +0.09s Length +16% Weight +6% |
Attachment | Stats |
---|---|
Standard Stock | Default Attachment |
Heavy Stock | Recoil when aiming -28.6% Aiming Accuracy +82% Hip-firing Accuracy -9% Length +1% Weight +5% |
Attachment | Stats |
---|---|
None | Default Attachment |
Foregrip | Recoil -15% Aiming Speed -15% Weight +3% |
Laser Sight | Hip-firing Accuracy +67% Laser visible to others Weight +5% |
Flashlight | Light Source Equip Time +0.09s Weight +6% |
Attachment | Changes |
---|---|
FMJ Drum | Default Attachment |
AP Drum | Damage +3.6% Penetration +15% Reload Time -0.5s Weight -28% Magazine Capacity -40 |
Stats
No Armor | Light Armor | Combat Armor | Heavy Armor | ||||||
---|---|---|---|---|---|---|---|---|---|
Standard | Short | Standard | Short | Standard | Short | Standard | Short | ||
Penetration | 80% | 72% | 80% | 72% | 80% | 72% | 80% | 72% | |
Body (100%) | 22.9 | 22.2 | 21.07 | 19.71 | 20.15 | 18.47 | 19.24 | 17.23 | |
Limb (70%) | 16.03 | 15.54 | 16.03 | 15.54 | 16.03 | 15.54 | 16.03 | 15.54 | |
Head (200%) | 45.8 | 44.4 | 45.8 | 44.4 | 38.47 | 34.45 | 38.47 | 34.45 | |
AHP (30%) | 6.87 | 6.66 | 6.32 | 5.91 | 6.05 | 5.54 | 5.77 | 5.17 | |
Burned (125%) | 28.63 | 27.75 | 26.34 | 24.64 | 25.19 | 23.09 | 24.05 | 21.53 |
Key |
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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 | Short | Standard | Short | Standard | Short | Standard | Short | ||
Penetration | 92% | 84% | 92% | 84% | 92% | 84% | 92% | 84% | |
Body (100%) | 22.9 | 22.2 | 22.17 | 20.78 | 21.8 | 20.07 | 21.43 | 19.36 | |
Limb (70%) | 16.03 | 15.54 | 16.03 | 15.54 | 16.03 | 15.54 | 16.03 | 15.54 | |
Head (200%) | 45.8 | 44.4 | 45.8 | 44.4 | 42.87 | 38.72 | 42.87 | 38.72 | |
AHP (30%) | 6.87 | 6.66 | 6.65 | 6.23 | 6.54 | 6.02 | 6.43 | 5.81 | |
Burned (125%) | 28.63 | 27.75 | 27.71 | 25.97 | 27.25 | 25.09 | 26.79 | 24.2 |
Key |
---|
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.
- This page was last edited on 1 September 2023, at 23:56.
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