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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. | 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. | ||
While | While Facility 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> | ||
Thus, it is best to instead wait for MTF to spawn before engaging SCPs. | Thus, it is best to instead wait for MTF to spawn before engaging SCPs. | ||
Revision as of 06:22, 29 January 2022
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 | Sprint: 7.35 m/s | ||
Allies | Enemies | |||
Mobile Task Force Scientists |
Class-Ds Chaos Insurgents SCPs | |||
Other Information | ||||
Spawn Location: Entrance Zone Class ID = 15 |
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.
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 Facility 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.
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- This page was last edited on 29 January 2022, at 06:22.
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