---------------------------------------------------------------------
The FN P90 is a submachine gun utilized by Foundation security guards and MTF operatives. It is the sole method of active defense available to D-9341, but comes with its own advantages and flaws.
The weapon can hold 50 bullets within a top-mounted semi-transparent magazine. Its scope is unusable but the weapon projects a small red laser dot that can be used to aim. In addition, it is equipped with a small flashlight that can be toggled with right-click. Though the player has no HUD to speak of, the semi-transparent magazine allows them to see how many bullets are remaining in the gun, and they can always review how many reserve bullets they have in the inventory. Pressing R plays a 2.5 second reload animation in which the player inserts a new magazine, replenishing the gun's ammo.
Bullets can be found on dropped P90s; anywhere from 1-50 will be within a dropped gun. Loose bullets cannot be found anywhere (given that they'd be in a locked armory, not scattered around); finding dead security guards, weapons being rarely dropped off SCP-049-2 instances, or killing MTF operatives is the only way to acquire new bullets.
The P90 can be fired with left-click; the player has no combat training and as such will have very poor accuracy on sustained fire, but single shots and short bursts are more accurate. Firing on the move lowers accuracy, and crouching improves accuracy. When fired the weapon is quite loud and tends to attract SCPs nearby, as well as MTF operatives. Sprinting lowers the firearm and disables shooting until you stop, as well as causes the flashlight and laser sight to lower. It takes a second or so to pull out the weapon, during which certain NPCs can react to this.
The weapon's usefulness varies depending on the threat. Most SCPs will completely ignore the P90; fleshy ones will be briefly stunned by it, but will not die. Certain SCPs react further to the P90's bullets; 106 can be forced to retreat into its Pocket Dimension if one empties a large volume of fire into it, functioning as a last-ditch form of defense if you are trapped. The primary utility of the P90 comes against those SCPs which have multiple instances; 008 and 049-2 are both killable by the P90, and 939 can be killed with a magazine's worth of fire.
The MTF are both vulnerable to the P90 and have unique reactions to it. Rather than simply radioing in the presence of a D-Class, advancing, and finally shooting the player, an MTF unit will open fire after a second or so if they spot the player holding a P90, and will have special voicelines to reflect an armed enemy (such as "Contact" or whatnot). MTF units will react in the normal way if the player has a P90 but does not hold it out; if a player sees the back of an MTF operative and aims the P90 at them, you can even force them to "surrender", in which they will drop their P90 and put their hands up. Dangerous SCPs are usually prioritized over the player, though if there are multiple MTF operatives one will try to shoot the P90-holding player while the rest contain the SCP.
MTF operatives can be killed in 7-10 bullets from the P90 (given that even though they wear heavy armor, the 5.7mm round is designed to cut through kevlar). They are resistant to being stunned by the weapon, but after 3-4 shots will back away while firing, radioing in that they have been hit. A killed MTF operative will be reported over the radio, and a new operative will enter the facility to replace them. Killing successive amounts of MTF will increase the amount of operatives deployed as reinforcements; a maximum of 20 MTF operatives can be in the facility at once this way, making shooting them all a very dangerous proposition easily capable of snowballing the situation. (And if you're wondering why there are reinforcements when Nine-Tailed Fox has just 9 members, it makes sense that they'd have a pool of reserves; alternatively this reinforcement unit could simply be another MTF team.)
Placing the P90 within SCP-914 will yield varying results:
- - Rough: Scrap metal and plastic. Ruins the weapon.
- Coarse: Disassembled weapon. You have no idea how to put it back together. Ruins the weapon.
- 1:1: Green laser sight instead of a red one.
- Fine: Expanded magazine size to 100 bullets.
- Very Fine: The weapon now fires nuclear-tipped bullets. Instantly kills the player when shot, in the same fashion as when you order nuclear fusion in a cup from SCP-214.
- - It's a submachine gun with its ups and downs, and is the only method of defense for the player in the game aside from running.
- It can be obtained from dead guards, dead MTF operatives, or dead SCP-049-2 instances.
- Most SCPs in the facility are immune to its bullets, but some can be stunned, forced to retreat, and the more common ones may be killed.
- It has poor accuracy when spraying, but comes with a laser sight and a flashlight, making it useful in darker areas.
- MTF units are far more aggressive if they see you with this out, and will shoot on sight instead of just moving forward and then killing you.
- You can force MTF units to surrender by pointing the gun into their back, but only if you approach from that angle.
- Killing MTF units is possible but they will send in successively greater reinforcements, making it a bad idea to shoot any you see.
- Shooting around in general is a bad idea, since ammo is rare and gunshots attract SCPs.
EDIT: Other Random Ideas:
Regular Foundation guards can appear throughout the facility, more commonly in endrooms, containment chambers, and security rooms. They're similar to MTF operatives in combat behavior but generally travel alone, don't get the reinforcements of the MTF, and do not attempt to contain SCPs, simply moving away from them, and take a few less bullets to kill (what with their weaker vests). They will raise their gun at the player if they see them, but will only shoot if the player's P90 is equipped or if the player touches them- otherwise they'll simply back away as the player approaches. They can be surprised and forced to surrender just like an MTF unit. Guards will generally randomly wander, but if they find themselves near an unlocked gate exit they will pass through it. They will fire on SCP-049-2, SCP-008, and SCP-939 instances, making them useful "allies" if you can lead one of these near them. They will also fire on tougher things like SCP-049 and 106, but their effectiveness of fire generally isn't very strong here.