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Equip + Chamber Animation
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Inspect Animation
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Reload Animation
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Unload Animation
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|caliber = 12/70 Buckshot | |caliber = 12/70 Buckshot | ||
|ammo = 14 (+2) | |ammo = 14 (+2) | ||
|fire_rate = | |fire_rate = 141 | ||
|reload = Shotgun | |reload = Shotgun | ||
|weight = 3.95 | |weight = 3.95 | ||
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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. | 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. | ||
<br clear=all> | |||
==Attachments== | ==Attachments== | ||
<div | <div style="display:flex; flex-wrap:wrap; column-gap:2em; row-gap:2em;"> | ||
< | <div> | ||
Sight | <center>'''Sight Attachements'''</center> | ||
{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
|- | |- | ||
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|ADS Zoom <font color= #05e814> 1.05x </font> <br> Equip Time <font color= #ea2107>+0.03%</font> <br> Weight <font color= #ea2107> +14% </font> | |ADS Zoom <font color= #05e814> 1.05x </font> <br> Equip Time <font color= #ea2107>+0.03%</font> <br> Weight <font color= #ea2107> +14% </font> | ||
|} | |} | ||
</div> | |||
Barrel | <div> | ||
<center>'''Barrel Attachments'''</center> | |||
{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
|- | |- | ||
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|Penetration <font color= #05e814> +10% </font> <br> Pellet Spread <font color= #05e814> -10% </font> <br> Equip Time <font color= #ea2107> +0.1s </font> <br> Length <font color= #ea2107> +17% </font> <br> Weight <font color= #ea2107> +23% </font> | |Penetration <font color= #05e814> +10% </font> <br> Pellet Spread <font color= #05e814> -10% </font> <br> Equip Time <font color= #ea2107> +0.1s </font> <br> Length <font color= #ea2107> +17% </font> <br> Weight <font color= #ea2107> +23% </font> | ||
|} | |} | ||
</div> | |||
Side | <div> | ||
<center>'''Side Rail Attachments'''</center> | |||
{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
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|<font color= #05e814> Light Source</font> <br> Equip Time <font color= #ea2107> +0.03s </font> <br> Weight <font color= #ea2107> +8% </font> | |<font color= #05e814> Light Source</font> <br> Equip Time <font color= #ea2107> +0.03s </font> <br> Weight <font color= #ea2107> +8% </font> | ||
|} | |} | ||
</div> | |||
Trigger | <div> | ||
<center>'''Trigger Attachments'''</center> | |||
{|class="wikitable" style="display: inline-table;" | {|class="wikitable" style="display: inline-table;" | ||
|- | |- | ||
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|Projectiles Number <font color= #05e814>+100%</font> <br> Fire Rate <font color= #ea2107> -40% </font> <br> Pattern Consistency <font color= #ea2107> -35% </font> | |Projectiles Number <font color= #05e814>+100%</font> <br> Fire Rate <font color= #ea2107> -40% </font> <br> Pattern Consistency <font color= #ea2107> -35% </font> | ||
|} | |} | ||
</ | </div> | ||
</div> | </div> | ||
<br clear=all> | <br clear=all> | ||
==Stats== | ==Stats== | ||
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. | 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 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 as it fires 16 pellets at once. All of which can hurt one player. | 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 as it fires 16 pellets at once. All of which can hurt one player. | ||
<div class="round-tabber"> | <div class="round-tabber"> |
Latest revision as of 01:36, 13 March 2024
Shotgun | |
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Basic Info | |
Type | Pump-action Shotgun |
Cartridge Type | 12/70 Buckshot |
Ammo Capacity | 14 (+2) |
Spawn Locations | Chaos Marauders |
Basic Stats | |
Damage | 66.64 |
Fire Rate | 141 2.35 bullets per second |
Weight | 3.95 kg |
Length | 74 cm |
Handling Stats | |
Draw Time Default draw time | 0.58s |
Draw + Chamber Time Draw time for unchambered firearm | 1.28s |
Pick-Up Time Higher weight increases time | 0.94s Unrounded value: 0.93625s |
Sprint Penalty | -1% |
Stamina Penalty | -2% |
Accuracy Stats | |
Bullet Accuracy The overall accuracy of the gun. This value is added to Hip Fire and Aiming Accuracy. |
0° |
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° |
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 | 48 |
Manufacturer | Standard BGT. CO. Gunex (Holo Sight) |
Inspired by | Standard Manufacturing DP-12 |
Debug Name | GunShotgun |
Item 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.
Contents
Operational Guide
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
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. The Shotgun can be equipped with the Double-shot system attachment, which causes both sears to fire at once.
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:
- Chaos Marauders (will always spawn with a Shotgun)
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.
Attachments
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 |
Choke | 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 |
---|---|
None | 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% |
Flashlight | 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% |
Stats
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 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 as it fires 16 pellets at once. All of which can hurt one player.
No Armor | Light Armor | Combat Armor | Heavy Armor | ||||||
---|---|---|---|---|---|---|---|---|---|
Standard | Extended | Standard | Extended | Standard | Extended | Standard | Extended | ||
Penetration | 70% | 77% | 70% | 77% | 70% | 77% | 70% | 77% | |
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 | |
Purple Candy (80%) | 53.312 | 53.312 | 46.912 | 48.408 | 43.712 | 45.952 | 40.52 | 43.504 | |
Rainbow Candy (95%) | 63.308 | 63.308 | 55.708 | 57.4845 | 51.908 | 54.568 | 48.1175 | 51.661 |
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.
Related Achievements
Click to view 3 achievement(s) related to Shotgun:
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
Trivia
- 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.
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- This page was last edited on 13 March 2024, at 01:36.
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