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Facility Guard: Difference between revisions

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=In Game=
=In Game=
At the start of the round, Facility Guards will spawn in a random room in [[Entrance Zone]]. They will spawn with a [[FSP-9]], a [[Keycard|Guard Keycard]], a [[Flashbang Grenade]], [[First Aid Kit]], [[Radio]], and [[Light Armor]].
Facility Guards will spawn together in a random room in [[Entrance Zone]] at the start of the round. Guards act as a weaker version of {{fancy link|mtfops|backgroundalpha=0}}.  


A Facility Guard's goal is to defend Scientists and escort them to Surface Zone. They can also choose to eliminate, or disarm any Class-D Personnel they find. Disarming can be done by holding down the {{Key Press|E}} key on an unarmed player with any gun equipped.<br>
Guards are tasked with escorting any surviving {{fancy link|scientist|backgroundalpha=0}} to the escape area on [[Surface Zone]]. Escorting any Scientist to the escape will spawn in a single reinforcement. This will also reduce MTF spawn by 30 seconds and give five influence. Guards can choose to terminate any {{fancy link|classd|backgroundalpha=0}} they discover. Guards can also detain a Class-D by holding the {{key Press|E}} Key with a firearm equipped. Escorting any detained Class-D to the escape area will spawn in a singke reinforcement. This will also reduce MTF spawn by ten seconds and give give influence.
 
Guards can then either search for the proper Keycards required to leave the [[Site-02|Facility]], or wait until {{fancy link|mtfops|backgroundalpha=0}} arrive. Once MTF have arrived, Guards are encouraged to cooperate with them to defeat the hostile {{fancy link|scps|backgroundalpha=0}} and any {{fancy link|cis|backgroundalpha=0}} that may have spawned.


Guards are not well equipped to fight the {{fancy link|scps|backgroundalpha=0}} and should avoid them all together or stick as a team to scare them off.


==Spawn Locations==
==Spawn Locations==
All Facility Guards will spawn together in a random room in Entrance Zone upon round start.
All Facility Guards will spawn together in a random room in Entrance Zone upon round start. The chosen room will never be within 45 meters of the HCZ-EZ Checkpoints. <div style="display:none">{{LOCALDAY}}</div>
<div style="display:none">{{LOCALDAY}}</div>
{|class="wikitable wikitable--stripe wikitable--border" style="display: inline-table;"
{|class="wikitable wikitable--stripe" style="display: inline-table;"
!Image
!Image
!Room Name
!Room Name

Latest revision as of 04:13, 21 August 2025

Facility Guard
Inventory



Starting Ammo Pool (Firearm + Reserve)
9x19mm - 60 rounds

Stats
Health: 100 Stamina: 20s Jump Power: 4.9
Sneak: 1.6 m/s Walk: 3.9 m/s Sprint: 5.4 m/s
Allies Non-Allies
Mobile Task Force
Scientists
Chaos Insurgents
Class-D Personnel
SCPs
Other Information
Spawn Location: Entrance Zone
Class Color: 5B6370

Facility Guards are a military class that spawn in the Entrance Zone. Their goal is to escort Scientists to the Surface Zone, and either eliminate or detain the escaped Class-D Personnel.

Operational Guides

Class Operational Guide

The SCP Foundation’s internal security force deals with a large array of problems, such as old and poorly fabricated containment chambers, D-Class, and disloyalty. These brave men are the first and foremost response and can make all the difference. 

Security guards come equipped with all the tactical gear needed to handle any scenario, giving them the best chance of preventing a situation from escalating.

___
“The truth of the matter is, when a large catastrophe does strike our Site, all our protocols, all our drills… none of that will matter. Everything is unpredictable. Everything that can go wrong, will go wrong. It’s just a matter of time. We are not the most well-equipped security force the Foundation has. If a large catastrophe hits, we’ll only have our wits and instincts to keep us alive. We are the first line of defense. We are the first responders tasked to save those in danger. We have the responsibility to ensure the safety and well-being of all staff members. Because of that, you are the bravest men I have ever had the honor to serve with. ”
-Cpt. Everett Janek, Security Chief, Site-02

Site-02 Lockdown Procedures — Security Directives

In the event of a Code: White/Gray breach.


- Priority A

On-site security teams are to make immediate attempts to re-secure the compromised zones so QRF, or tactical response teams, may approach the crisis unhindered. 

All members of site security are to prioritize the safety and security of site personnel — Class-C and/or Level-1 and above. Principal priority personnel remain to be research staff.

If evacuation shelters have been rendered ineffective, due to the nature of the threat, security staff are to escort any surviving personnel to the surface for extraction. The entrance gates are to always be kept sealed to prevent the escape of SCP objects. 

In the case of assault of a highly-organized major force, security personnel are not to engage directly unless deemed absolutely necessary. For more information, and the expanded version, refer to “Executive Prevention Code". 


- Priority B


- Priority C


- Priority D


- Priority E


In Game

Facility Guards will spawn together in a random room in Entrance Zone at the start of the round. Guards act as a weaker version of Mobile Task Force Operatives.

Guards are tasked with escorting any surviving Scientist to the escape area on Surface Zone. Escorting any Scientist to the escape will spawn in a single reinforcement. This will also reduce MTF spawn by 30 seconds and give five influence. Guards can choose to terminate any Class-D Personnel they discover. Guards can also detain a Class-D by holding the E Key with a firearm equipped. Escorting any detained Class-D to the escape area will spawn in a singke reinforcement. This will also reduce MTF spawn by ten seconds and give give influence.

Guards are not well equipped to fight the SCPs and should avoid them all together or stick as a team to scare them off.

Spawn Locations

All Facility Guards will spawn together in a random room in Entrance Zone upon round start. The chosen room will never be within 45 meters of the HCZ-EZ Checkpoints.

27
Image Room Name Image Room Name Image Room Name
Loading Dock
T-Intersection
X-Intersection
Corner Hallway
Straight Hallway
Conference Hallway
Intercom Room
Large Office
Minor Office


Trivia

  • Guards were added in the 6.0.0 update.
  • At the start of the round, if the game is for some reason unable to spawn a player as any class, the game will simply default to Facility Guard as a failsafe.
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