From SCP: Secret Laboratory English Official Wiki

(Same as CI, CD, and Scientist page)
Line 1: Line 1:
'''Facility Guards''' are a [[Classes|military class]] that spawn in the [[Entrance Zone]]. Their goal is to escort Scientists to Entrance Zone, while eliminating [[Class-D]]s.
{{Human Infobox
{{Human Infobox
|name = Facility Guard
|name = Facility Guard
Line 12: Line 13:
}}
}}
=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.  
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]].
<br>
 
A Facility Guard's goal is to enter [[Light Containment Zone]], and escort Scientists to Entrance Zone. They can also choose to eliminate, or disarm any Class-Ds they find.<br>
Guards can then choose to either search for the proper Keycards to leave the [[Site-02|Facility]], or wait until [[Mobile Task Force|MTF]] spawns.


The goal of the Facility Guard is to enter lower levels to escort the scientists to the Entrance, allowing the 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. Facility Guards should take caution of any [[Class-D Personnel]] they find as they may have a firearm on hand. Facility Guards may either terminate Class-Ds or disarm them by equipping a weapon then holding {{Key Press|E}} on the Class-D. Once disarmed, they will drop any items and ammo from their inventory. If a Class-D escapes while disarmed, they will become a Mobile Task Force Private and giving the MTF Team one extra Respawn Ticket, effectively granting MTF two more teammates per disarmed Class-D. A disarmed Class-D that escapes will be counted as an escaped Scientist on the end screen, which can be used by MTF to win if no Scientist escaped that round.<br>
While guards are capable of engaging any SCPs they find, this is not the best idea, as the FSP-9 is not the most favorable weapon for dealing high damage to stronger health SCPs.<br>
This conversion mechanic only happens if the cuffed_escapee_change_team config option is set to true, which by default, it is.
Thus, it is best to instead wait for MTF to spawn before engaging SCPs.
<br>


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.
While looking similar to the actual MTF units (And being noticeably weaker), Guards wear a more simple grey camouflage as compared to the MTF blue.


=Strengths and Weaknesses=
=Strengths and Weaknesses=
Line 25: Line 27:


==='''Strengths:'''===
==='''Strengths:'''===
* Can take down 'weaker' [[SCPs]] if working as a team.
* Spawns in EZ with easy access to loot located in HCZ and EZ.
* Only class to spawn in with a weapon at the beginning of the round.
* Only class to spawn in with a weapon at the beginning of the round.
* Spawns in EZ with easy access to loot located in HCZ and EZ.
* Can easily take down weaker [[SCPs]] if working as a team.
<br>
<br>


==='''Weaknesses:'''===
==='''Weaknesses:'''===
* Spawns with a weaker gun, the [[FSP-9]].
* Spawns with a weaker gun, the [[FSP-9]].
* Often a favored target by [[Class-D]] personnel.
* Often killed by SCPs near the start of the round.
* Often killed by SCPs near the start of the round.
* Often a favored target by [[Class-D]] personnel.


==Trivia==
*Guards were added in the [[Updates/6.0.0|6.0.0]] update.
{{Human Navbox}}
{{Human Navbox}}

Revision as of 17:52, 26 January 2022

Facility Guards are a military class that spawn in the Entrance Zone. Their goal is to escort Scientists to Entrance Zone, while eliminating Class-Ds.

Facility Guard

[[File:

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

[[File:

.png|center|250px|link=File:
.png]]

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 Sprint: 7.35 m/s
Allies Enemies
Mobile Task Force
Scientists
Class-Ds
Chaos Insurgents
SCPs
Other Information
Spawn Location: Entrance Zone

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 Guard Keycard, a Flashbang Grenade, First Aid Kit, Radio, and Light Armor.

A Facility Guard's goal is to enter Light Containment Zone, and escort Scientists to Entrance Zone. They can also choose to eliminate, or disarm any Class-Ds they find.
Guards can then choose to either search for the proper Keycards to leave the Facility, or wait until MTF spawns.

While guards are capable of engaging any SCPs they find, this is not the best idea, as the FSP-9 is not the most favorable weapon for dealing high damage to stronger health SCPs.
Thus, it is best to instead wait for MTF to spawn before engaging SCPs.

While looking similar to the actual MTF units (And being noticeably weaker), Guards wear a more simple grey camouflage as compared to the MTF blue.

Strengths and Weaknesses


Strengths:

  • Can take down 'weaker' SCPs if working as a team.
  • Spawns in EZ with easy access to loot located in HCZ and EZ.
  • Only class to spawn in with a weapon at the beginning of the round.


Weaknesses:

  • Spawns with a weaker gun, the FSP-9.
  • Often a favored target by Class-D personnel.
  • Often killed by SCPs near the start of the round.

Trivia

  • Guards were added in the 6.0.0 update.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.