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Facility Guard

Starting Ammo Pool (Firearm + Reserve)
9x19mm - 60 rounds

Health: 100 Stamina: 20sJump Power: 4.9
Sneak: 1.6 m/sWalk: 3.9 m/s Sprint: 5.4 m/s
Health: 100 Stamina: 18sJump Power: 4.9
Sneak: 1.6 m/sWalk: 3.9 m/s Sprint: 5.4 m/s
Health: 100 Stamina: 17sJump Power: 4.9
Sneak: 1.6 m/sWalk: 3.9 m/s Sprint: 5.4 m/s
Allies Enemies
Mobile Task Force
Chaos Insurgents
Other Information
Spawn Location: Entrance Zone
Class ID: 15
Class Color: #5B6370

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.

Operational Guides

Class Operational Guide

The SCP Foundation’s internal security force deals with a large array of problems, such as old and poorly fabricated containment chambers, D-Class, and disloyalty. These brave men are the first and foremost response and can make all the difference. 

Security guards come equipped with all the tactical gear needed to handle any scenario, giving them the best chance of preventing a situation from escalating.

“The truth of the matter is, when a large catastrophe does strike our Site, all our protocols, all our drills… none of that will matter. Everything is unpredictable. Everything that can go wrong, will go wrong. It’s just a matter of time. We are not the most well-equipped security force the Foundation has. If a large catastrophe hits, we’ll only have our wits and instincts to keep us alive. We are the first line of defense. We are the first responders tasked to save those in danger. We have the responsibility to ensure the safety and well-being of all staff members. Because of that, you are the bravest men I have ever had the honor to serve with. ”
-Cpt. Everett Wagner, Security Chief, Site-02

Site-02 Lockdown Procedures — Security Directives

In the event of a Code: White/Gray breach.


On-site security teams are to make immediate attempts to re-secure the compromised zones so QRF, or tactical response teams, may approach the crisis unhindered. 

All members of site security are to prioritize the safety and security of site personnel — Class-C and/or Level-1 and above. Principal priority personnel remain to be research staff.

If evacuation shelters have been rendered ineffective, due to the nature of the threat, security staff are to escort any surviving personnel to the surface for extraction. The entrance gates are to always be kept sealed to prevent the escape of SCP objects. 

In the case of assault of a highly-organized major force, security personnel are not to engage directly unless deemed absolutely necessary. For more information, and the expanded version, refer to “Executive Prevention Code". 

- Priority B — ACCESS DENIED
- Priority C — ACCESS DENIED
- Priority D — ACCESS DENIED
- Priority E — ACCESS DENIED

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.


  • Guards were added in the 6.0.0 update.
  • At the start of the round, if the game is for some reason unable to spawn a player as any class, the game will simply default to Facility Guard as a failsafe.
    • If the game attempts to spawn an eighth SCP or higher at the start of the round, this failsafe will also activate.
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