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=In Game=
=In Game=
'''Facility Guards''' are a [[Classes|military class]] that spawn in the [[Entrance Zone]] of Site-02 at the start of the round. Where they spawn specifically varies - potential points include in front of the Shelter, Gates, or in a random hallway. The goal of the Facility Guard is to get to lower levels to escort the scientists to the Entrance, allowing the next spawning MTF units to extract them. Regardless of whether or not Guards wish to do so, they must go into the facility as they lack the proper cards to actually get out. While looking similar to the actual MTF units, and being noticeably weaker, the Guards wear a more simple grey camouflage as compared to the MTF blue.
'''Facility Guards''' are a [[Classes|military class]] that spawn in the [[Entrance Zone]] of Site-02 at the start of the round. Where they spawn specifically varies - potential points include in front of the Shelter, Gates, or in a random hallway. The goal of the Facility Guard is to get to lower levels of the facility to escort science personnel to Entrance or Surface Zone depending on what keycards they have acquired. Regardless of whether or not Guards wish to do so, they must enter the facility as they lack the proper cards to actually get out. Guards wear a more simple grey camouflage as compared to the MTF blue. They spawn with 100 HP.
<br>
 
==Objective==
The primary objective of the facility guards is to extract scientists from the facility, neutralize or disarm escaped class d, and to hinder the SCP team.
<br>
 
==Ranks==
All Facility Guards are the same rank. They are the lowest ranking military class in the game, taking orders from every member of the Mobile Task Force.
<br>
 
====Items====
* Guard Keycard, MP7, Flash Grenade, Radio, Disarmer, First Aid Kit and Weapon Manager.
====Reserve Ammo====
* '''5.56mm'''- 0 Bullets
* '''9mm''' - 0 Bullets
* '''7.62mm''' - 35 Bullets
<br>


=Strengths and Weaknesses=
=Strengths and Weaknesses=
==='''Strengths:'''===
==='''Strengths:'''===
* Spawn in EZ with easy access to loot in HCZ and EZ.
* Spawn in EZ with easy access to loot in HCZ and EZ.
* Can easily take down weak SCPs if working as a team
* Can easily take down weak SCPs if working as a team.


==='''Weaknesses:'''===
==='''Weaknesses:'''===
* Spawns with a weak gun
* Spawns with a weak gun
* Often killed by SCPs near the start of the round
* Limited amount of ammo
* Extremely vulnerable to SCPs early in the round
<br>


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Revision as of 21:00, 4 February 2021

Facility Guard

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Inventory

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

Stats
Health: 100 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
Nine Tailed Fox
Scientists
Class-Ds
Chaos Insurgents
SCPs
Other Information
Spawn Location: Entrance Zone
Class ID = 15

In Game

Facility Guards are a military class that spawn in the Entrance Zone of Site-02 at the start of the round. Where they spawn specifically varies - potential points include in front of the Shelter, Gates, or in a random hallway. The goal of the Facility Guard is to get to lower levels of the facility to escort science personnel to Entrance or Surface Zone depending on what keycards they have acquired. Regardless of whether or not Guards wish to do so, they must enter the facility as they lack the proper cards to actually get out. Guards wear a more simple grey camouflage as compared to the MTF blue. They spawn with 100 HP.

Objective

The primary objective of the facility guards is to extract scientists from the facility, neutralize or disarm escaped class d, and to hinder the SCP team.

Ranks

All Facility Guards are the same rank. They are the lowest ranking military class in the game, taking orders from every member of the Mobile Task Force.

Items

  • Guard Keycard, MP7, Flash Grenade, Radio, Disarmer, First Aid Kit and Weapon Manager.

Reserve Ammo

  • 5.56mm- 0 Bullets
  • 9mm - 0 Bullets
  • 7.62mm - 35 Bullets


Strengths and Weaknesses

Strengths:

  • Spawn in EZ with easy access to loot in HCZ and EZ.
  • Can easily take down weak SCPs if working as a team.

Weaknesses:

  • Spawns with a weak gun
  • Limited amount of ammo
  • Extremely vulnerable to SCPs early in the round


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