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{{Up Coming}} | |||
{{Class infobox | {{Class infobox | ||
|image = Facility_GuardInfoBox.png | |image = Facility_GuardInfoBox.png |
Revision as of 01:40, 28 May 2020
EVENT ATTENTION! This article's topic contains information about {{{Event}}}. Facility Guard was removed from the game after the event ended. |
Facility Guard | |
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File:Facility GuardInfoBox.png | |
Stats | |
Health | 100 |
Faction | Foundation |
Spawn Gear | MP7, Radio, Disarmer, Medikit, Weapon Manager, Guard Keycard |
Spawn Zone | Entrance Zone |
Movement Speed | Walk- 5.4 m/s Sprint- 7.35 m/s |
Allies | NTF, Scientists |
Enemies | Class-Ds, Chaos Insurgents, SCPs |
Class ID | {{{ID}}} |
Lore
Facility Guards are stationed at all Sites, and are expected to carry out the procedures and wishes of both their higher-ups, and the scientists whom they protect. If and when a SCP breaches containment, these individuals are the first line of defence against the outbreak until a MTF unit corresponding with the necessities to contain the escaped anomalies arrives... Sadly, despite their loyalty to the Foundation, in the case of an actual breach, they are not expected to actually survive - they do not specialize in any form of specialized combat and are armed to be able to evacuate designated personnel and deter breaching SCPs, not actually to contain or kill.
In Game
Facility Guards are spawned within the Entrance Zone of Site-02. 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 camoflauge as compared to the MTF blue.
Guards are often viewed as the worst role in the game, due to their weaknesses and tendency to die at the start of rounds.
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
- Often killed by SCPs near the start of the round
- This page was last edited on 28 May 2020, at 01:40.
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