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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 | '''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. | ||
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==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. | |||
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==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. | |||
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====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 | |||
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=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 | ||
* | * Limited amount of ammo | ||
* Extremely vulnerable to SCPs early in the round | |||
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{{Human Navbox}} | {{Human Navbox}} |
Revision as of 21:00, 4 February 2021
Facility Guard | ||||
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Inventory | ||||
Starting Ammo Pool (Firearm + Reserve) | ||||
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 |
Contents
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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- This page was last edited on 4 February 2021, at 21:00.
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