From SCP: Secret Laboratory English Official Wiki

Basic Info
Type Shotgun
Cartridge Type 12/70 Buckshot
Ammo Capacity 14 (+2)
Manufacturer Standard BGT. CO.
Gunex (Holo Sight)
Basic Stats
Fire Rate 100 1.6666666666667 bullets per second
Damage Falloff The max distance a bullet will travel
before being affected by damage fall off
Equip Time 0.58s
Pick-Up Time Higher weight increases time 0.94s Unrounded value: 0.93625s
Sprint Penalty -0.1 

-0.0735 hubes

Stamina Penalty -0.4s
Weight 3.95kg
Length 74cm
Bullet Accuracy The overall accuracy of the gun.
This value is added to Hip Fire and Aiming Accuracy.
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. 0.6° 0.6° (with Bullet Accuracy)
Aiming Accuracy This value is added to Bullet Accuracy without rounding.
Values past the 100th place are not shown ingame.
0.1° 0.1° (with Bullet Accuracy)
Running Accuracy 4.5°
Other Info
Attachment Comb  48
Spawn Locations Chaos Marauders
Obtainable from 914? True
Deletion % in PD Pocket Dimension High Tier (0%)
Inspired by Standard Manufacturing DP-12
Spawn ID 41

The Shotgun (or the Double Barrel Baguette [or simply DBB]) is a type of Firearm in SCP: Secret Laboratory. It is effective at quickly dispatching nearby targets.

Operational Guide[edit]

A specialist Insurgency shotgun. The weapon is 12-gauge, double-barrelled, and high-capacity. Its users work in a quick, calculated, and efficient manner — they incapacitate, execute, and move on to the next target.

It is often found that Foundation psychologists need to treat even the most experienced guards.  It is claimed  that sometimes, in some distant hallway, they still hear the weapon being cycled.

“It’s not unusual to see shotguns used during indoor combat scenarios, especially where breaching doors may be involved. What is unusual, is the Insurgency’s shotgun of choice. By all accounts, the weapon is unnecessarily heavy, overly-complex, and should be of questionable practicality. I’ve seen security footage of some of their previous raids. The guns seem to be used to great effect. They’re never issued in large numbers. It seems that the troops using them are trained with a specialized role in mind, complete with a two-shot execution system. The Insurgency seems unusually well-practiced when it comes to site infiltration. Sites are breached with frightening efficiency. Insurgency squads have several roles, one of which appears to be a “tactical breach specialist”. When it comes to those armed with a shotgun, their job is to take care of any stragglers. After the initial defenses are overwhelmed, “insurgency breachers” will detach from their squads to execute any survivors. I don’t think I’ll ever be able to unsee that footage. To see someone’s head blown into meaty chunks with a single shot is a gut-wrenching spectacle.”
-Dr. Hugo York, Small Arms Researcher & Insurgency Tactics Analyst, Area-14

In Game[edit]

The Shotgun fires mini buckshots at players for massive damage. It has a very short damage falloff, making it only effective at close range, but its high damage still allows it to deal some damage from afar (provided the buckshots hit the player).

The default spray pattern for firing the weapon leans towards the right, although the spread is semi-random. This means it is best to aim near the left of players when engaging at long range. With the Choke Barrel attachment, the spray pattern is no longer random but the overall spread is increased. The Extended Barrel attachment increases penetration and lowers the spread, but makes the spray pattern completely random while also increasing the draw-time.

The Shotgun has a unique firing mechanic compared to other weapons. By pressing Left Click, the player can fire one of its two sears. Firing again when fire the other sear, afterwards the Shotgun will play a pumping animation, during which it can not be fired. This means the player can quickly fire the Shotgun twice in rapid succession before needing to wait for the pump animation to finish before firing again. Pellets will always deal bodyshot damage no matter if they hit the head or limb. This makes the Shotgun unable to one shot targets due to its max damage being 98.4.
The Shotgun can be equipped with the Double-shot system attachment, which causes both sears to fire at once. This in turn allows the player to one shot targets.

The Shotgun's rounds are fairly limited, as only Chaos Marauders spawn with them, and can be found nowhere else within Site-02. Therefore, the only way to gain more Buckshot rounds is to pick them up from deceased Chaos Insurgents, or using SCP-914.
Holding down the E key on a player with the firearm equipped will disarm the player.

The Shotgun only has one possible spawn location:

The Shotgun's reloading animation becomes slightly longer when reloading an empty Shotgun due to the fact it needs to be pumped to chamber the bullets.


Attachment Stats
Iron Sights
ADS Zoom 1.25x
Default attachment
Holographic Sight
ADS Zoom 1.05x
Equip Time +0.03%
Weight +14%

Attachment Stats
Standard Barrel
Default attachment
Pattern Consistency +100%
Pellet Spread +20%
Length +10%
Weight +9%
Extended Barrel
Penetration +10%
Pellet Spread -10%
Equip Time +0.1s
Length +17%
Weight +23%

Attachment Changes
Default Attachment
Ammo Counter
Ammo Counter
Equip Time +0.03s
Weight +20%
Laser Sight
Hip-Firing Accuracy +100%
Laser is visible to others
Weight +5%
Light Source
Equip Time +0.03s
Weight +8%

Attachment Changes
Single-shot system
Default Attachment
Double-shot system
Projectiles Number +100%
Fire Rate -40%
Pattern Consistency -35%


Due to how the Shotgun works, these values only represent when 8 out of 12 the pellets hit the person. Players hit by more than 8 pellets do not take additional damage. Shotgun ignores headshot and limbshot damage. The Shotgun also has a mechanic where if a player is killed by the Shotgun, any extra pellets will hit players behind them. For example, if a player is low enough to die from two pellets, and get hit by eight pellets. They will only take damage from two pellets, while the remaining pellets will land behind them.

The Double-shot System attachment allows the player to fire both sears at once, increasing the total pellets fired at once. This in turn doubles the damage protentional of the Shotgun.

No Armor Light Armor Combat Armor Heavy Armor
Standard Extended Standard Extended Standard Extended Standard Extended
Ammo Type 12/70 Buckshot 12/70 Buckshot 12/70 Buckshot 12/70 Buckshot 12/70 Buckshot 12/70 Buckshot 12/70 Buckshot 12/70 Buckshot
Penetration 70% 70% 70% 70% 70% 70% 70% 70%
Body (100%) 66.64 66.64 58.64 60.51 54.64 57.44 50.65 54.38
AHP (30%) 19.99 19.99 17.59 18.15 16.39 17.23 15.19 16.31
Burned (125%) 83.3 83.3 73.3 75.64 68.31 71.8 63.31 67.97
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.


  • 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.
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2.
  • SCP-049 has a 20% bullet resistance that factors in penetration. Hume Shield does not have any resistance.
  • SCP-173 has a 80% bullet resistance that factors in penetration. 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.



Equip Animation
Inspect Animation
Reload Animation

Official 2.1k Render


  • The Shotgun is also called the Double Barrel Baguette due to the fact it was created in New France, USA.
  • When inspecting the Shotgun, it is possible to see how many shells remain inside of it.
    • This is rather inprecise, but can be a small loophole around using the Ammo Counter attachment, in favor of using the Laser or Flashlight attachments.