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{{Class infobox
{{Class infobox
|image = Facility_GuardInfoBox.png
|image = Facility_GuardInfoBox2.png
|image_size = 150
|image_size = 150
|HP = 100
|HP = 100

Revision as of 22:34, 27 July 2020

Facility Guard
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 security personnel who guard the site against internal and external threats. They are often used to escort D-class personnel to containment chambers. They are also used to escort Science Personnel through Heavy Containment if needed. During a containment breach, they are tasked with escorting Science Personnel out of the facility and to terminate D-class. Facility Guards are not equipped to contain escaped SCPs however, and as such must avoid any encounter during the containment breach. Once a Mobile Task Force group has entered the facility, they are tasked with providing valuable intel and assisting MTF until the SCPs have been recontained.

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
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