Facility Guard
More actions
Facility Guard | ||||
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Inventory | ||||
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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 | |||
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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.
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“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.
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".
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.
Image | Room Name | Image | Room Name | Image | Room Name |
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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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