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{{Up Coming
{{Human Infobox
|Changes = * Walk and sprint speed changes to 5.4m/s and 7.35m/s respectively.}}
|name = Chaos Insurgent
{{Class_infobox
|MainImage = [[File:ChaosInfoBox2.png|75px|center]]
|image = ChaosInfoBox.png
|F1MenuArt = [[File:ChaosF1.png|145px|center]]
|image_size = 150
|Health = 120
|HP = 120
|Walk = 5.4 m/s
|faction = Chaos Insurgency
|Sprint = 7.35 m/s
|zone = [[Surface Zone]]
|Spawn = [[Surface Zone]]
|speed = Walk- 5.4 m/s <br> Sprint- 7.35 m/s
|Alies = [[Class-D|Class-Ds]]
|allies = [[Class-D]]s
|Enemies = [[Facility Guard|Facility Guards]] <br> [[Mobile Task Force]] <br> [[Scientist|Scientists]] <br> [[:Category:SCPs|SCPs]]
|enemies = [[Facility Guard]]s<br>[[Mobile Task Force|NTF Operatives]]<br>[[Scientist]]s<br>[[SCPs]]
|OtherInformation = Class ID = 8
|gear = [[Logicer]]<br>[[Medikit]]<br>[[Painkillers]]<br>[[Keycard|Chaos Insurgency Device]]<br>
}}
}}
=In Game=
'''Chaos Insurgents''' are a [[Classes|military class]] that spawn under the bridge in [[Surface Zone]]. Chaos Insurgents are green camouflage-clad, ex-Foundation members who are tasked with eliminating [[Facility Guard|Facility Guards]] and [[Mobile Task Force]], while also saving the [[Class-D]].
The CI must enter the facility, rescue all remaining Class-D and escort them to the surface. They must also eliminate all opposing forces including MTF, [[Scientist|Scientists]], and any hostile SCPs that may stand in their way. Chaos Insurgents win the "Class D Victory" if at least one D Class manages to escape, and all Nine Tailed Fox operators and scientists are dead. <br>


=Description=
It should be noted however, that on some servers; Chaos are given the option to detain Scientists with a disarmer, then let them escape while detained. This will then turn the Scientist into Chaos, also giving the Chaos two respawn tickets. A disarmed Scientist escaping will show up as a Class-D escape on the win screen, allowing Chaos to still win even if no Class-D managed to escape.  
''"In 1924, the SCP Foundation formed a covert special task force, known only to the O5 Council, codenamed the "Insurgency." To the majority of the Foundation and the anomalous world, the Insurgency was a splinter group that went A.W.O.L. with several researchers and anomalous objects. In reality, the O5 Council had created the Insurgency to complete missions with ethically questionable methods and politically unsavory results—while keeping the Foundation's public reputation clean. In 1948, as part of a seemingly routine staged operation, the Insurgency removed several SCP objects from Foundation containment and transported dozens of defecting Foundation researchers to various safe locations. The Foundation's biggest lie had become a reality. Their covert black ops team had defected, and the Foundation faced a new threat from an organization now calling itself by a new name: the Chaos Insurgency. "''
<br>


- Extract from Official Wiki Page
Chaos don't have to kill [[SCPs]] to win, but should still be cautious of them. SCPs also don't have to kill Chaos to get an "SCP Victory", meaning that both factions can choose to either co-operate or fight.


=In Game=
The Insurgents have the advantage of surprise upon entering the facility, given that only the Class-D and other Chaos can hear their arrival via a subtle music cue. It should also be noted that [[SCP-079]] can tell if Chaos spawned by checking its map, but it cannot hear the same cue.
Spawning under the bridge in the [[Surface Zone]], opposing the [[Mobile Task Force|Nine-Tailed Fox]] spawn, the '''Chaos Insurgents''' are green camouflage-clad, ex-Foundation members who desire to destroy the Foundation, and spread their word of "Chaos".


The Insurgents have the advantage of "stealth" upon entering given that only the [[D-Class]] and other Chaos hear their arrival via a subtle music cue. It should be noted that [[SCP-079]] can tell if Chaos spawned by checking its map, but cannot hear the same cue.
However, this 'element of surprise' is more often ruined then not, due to the loud and distinct noises of their boots while walking on the floor.
<br>


The CI must enter the facility, rescue all remaining Class-D and escort them to the surface. They must also eliminate all opposing forces including NTF, [[Scientist|scientists]] and hostile SCPs that may stand in their way. Chaos Insurgents win the "D Class Victory" if at least one D Class escapes and all Nine Tailed Fox operators and scientists are dead. It should also be noted that on some servers, Chaos can choose to detain Scientist with a disarmer then letting them escaped while they are still detained, this will turn the Scientist into Chaos, while giving the Chaos two respawn tickets. A disarmed Scientist escaping will show up as a Class-D escaping on the win screen, allowing Chaos to still win if no Class-D managed to escape. Chaos don't have to kill [[SCPs]] to win but should be cautious of them. SCPs also don't have to kill Chaos to get an "SCP Victory", meaning that both factions can choose to either co-operate or not.


{{Related|Soundtrack}}
<div class="quoteAudio">
{{multi-listen start}}
{{multi-listen item|filename=The Chaos Insurgency Theme.mp3|title='''The Chaos Insurgency Spawn Music'''}}
{{multi-listen end}}
<br>
==Strengths and Weaknesses==
==Strengths and Weaknesses==
<br>
<br>
===Strengths:===
===Strengths:===
*Spawn with the strongest close range weapon, the [[Logicer]].
*Spawns with the [[Logicer]]; a weapon holding the highest rate of fire and greatest mag capacity.
*They win with the SCPs so they could technically team with them to get the SCP victory.
*The round will end if only Chaos and SCPs remain; so both sides could technically team to achieve either the SCP or Class D victory.
*Each insurgent spawns with the equivalent of the [[Keycard|Commander Keycard]].
*Each insurgent spawns with the equivalent of the [[Keycard|Commander Keycard]].
<br>


===Weaknesses:===
===Weaknesses:===
*Can be easily outmatched on long range due to their weapon range.
*Can easily be outmatched in long range fights, due to their weapon's lack of range and bullet spread.
*Can be easily heard by the sound of their boots as they are quite loud.
*Can easily be heard by the sound of their boots, as they are quite loud.
*The Logicer does half damage to SCPs, largely mitigating its firepower advantage. If you have to engage SCPs, it is advised you scavenge MTF guns.
<br>


==Related Achievements==
==Related Achievements==
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=Trivia=
=Trivia=
* Chaos Insurgents and SCPs can ignore each other despite both of their objectives clashing.
* Chaos Insurgents and SCPs can ignore each other, despite both of their objectives clashing.
:* This flexibility also opens the possiblity of SCPs and Chaos either fighting or working together.
:* This flexibility also opens the possibility of SCPs and Chaos either fighting or working together.
{{Human Navbox}}
{{Human Navbox}}

Revision as of 13:40, 12 March 2021

Chaos Insurgent

[[File:

.png|center|100px|link=File:
.png]]

[[File:

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.png]]

Inventory
Stats
Health: 120 Stamina: 20s Jump Power: 4.9
Sneak: 1.6 m/s Walk: 5.4 m/s m/s Sprint: 7.35 m/s m/s
Allies Enemies
Class-Ds Facility Guards
Mobile Task Force
Scientists
SCPs
Other Information
Spawn Location: Surface Zone
Class ID = 8

In Game

Chaos Insurgents are a military class that spawn under the bridge in Surface Zone. Chaos Insurgents are green camouflage-clad, ex-Foundation members who are tasked with eliminating Facility Guards and Mobile Task Force, while also saving the Class-D.

The CI must enter the facility, rescue all remaining Class-D and escort them to the surface. They must also eliminate all opposing forces including MTF, Scientists, and any hostile SCPs that may stand in their way. Chaos Insurgents win the "Class D Victory" if at least one D Class manages to escape, and all Nine Tailed Fox operators and scientists are dead.

It should be noted however, that on some servers; Chaos are given the option to detain Scientists with a disarmer, then let them escape while detained. This will then turn the Scientist into Chaos, also giving the Chaos two respawn tickets. A disarmed Scientist escaping will show up as a Class-D escape on the win screen, allowing Chaos to still win even if no Class-D managed to escape.

Chaos don't have to kill SCPs to win, but should still be cautious of them. SCPs also don't have to kill Chaos to get an "SCP Victory", meaning that both factions can choose to either co-operate or fight.

The Insurgents have the advantage of surprise upon entering the facility, given that only the Class-D and other Chaos can hear their arrival via a subtle music cue. It should also be noted that SCP-079 can tell if Chaos spawned by checking its map, but it cannot hear the same cue.

However, this 'element of surprise' is more often ruined then not, due to the loud and distinct noises of their boots while walking on the floor.


Related article: Soundtrack


Strengths and Weaknesses


Strengths:

  • Spawns with the Logicer; a weapon holding the highest rate of fire and greatest mag capacity.
  • The round will end if only Chaos and SCPs remain; so both sides could technically team to achieve either the SCP or Class D victory.
  • Each insurgent spawns with the equivalent of the Commander Keycard.


Weaknesses:

  • Can easily be outmatched in long range fights, due to their weapon's lack of range and bullet spread.
  • Can easily be heard by the sound of their boots, as they are quite loud.
  • The Logicer does half damage to SCPs, largely mitigating its firepower advantage. If you have to engage SCPs, it is advised you scavenge MTF guns.


Related Achievements

Respawning as Chaos will grant the CHAAOOOOS! achievement.

Trivia

  • Chaos Insurgents and SCPs can ignore each other, despite both of their objectives clashing.
  • This flexibility also opens the possibility of SCPs and Chaos either fighting or working together.
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