From SCP: Secret Laboratory English Official Wiki
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

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 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 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.
This conversion mechanic only happens if the cuffed_escapee_change_team config option is set to true, which by default, it is.

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.

Strengths and Weaknesses


Strengths:

  • 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.


Weaknesses:

  • Spawns with a weaker gun, the FSP-9.
  • Often killed by SCPs near the start of the round.
  • Often a favored target by Class-D personnel.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.