From SCP: Secret Laboratory Public Beta Official Wiki

No edit summary
No edit summary
Line 1: Line 1:
{{Human Infobox
{{Human Infobox
|name = Facility Guard
|name = Facility Guard
|MainImage = [[File:Facility_GuardInfoBox2.png|75px|center]]
|MainImage = GuardRender
|F1MenuArt = [[File:mpc-classes.png|160px|center]]
|mainImageSize = 125px
|F1MenuArt = mpc-classes
|Health = 100
|Health = 100
|humantype = military
|humantype = military
Line 9: Line 10:
|Enemies = [[Class-D|Class-Ds]] <br> [[Chaos Insurgent|Chaos Insurgents]] <br> [[SCPs]]
|Enemies = [[Class-D|Class-Ds]] <br> [[Chaos Insurgent|Chaos Insurgents]] <br> [[SCPs]]
}}
}}
'''Facility Guards''' are a [[Humans|military class]] that spawn in the [[Entrance Zone]]. Their goal is to escort Scientists to Entrance Zone, while eliminating [[Class-D Personnel|Class-Ds]].
__TOC__
=In Game=
=In Game=
'''Facility Guards''' are a [[Classes|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.  
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 [[Keycard|Guard Keycard]], a [[Flashbang Grenade]], [[First Aid Kit]], [[Radio]], and [[Light Armor]].
<br>


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.  
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.<br>
<br>
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 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.
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.


=Strengths and Weaknesses=
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.
<br>
 
==='''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.
<br>
 
==='''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.


=Trivia=
*Guards were added in the [[Updates/6.0.0|6.0.0]] update.
*Guards share the same F1 menu art as MTF.
*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.
{{Human Navbox}}
{{Human Navbox}}

Revision as of 21:27, 13 October 2022

Facility Guard
Inventory

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

Stats
       
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
Scientists
Class-Ds
Chaos Insurgents
SCPs
Other Information
Spawn Location: Entrance Zone

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.

Trivia

  • Guards were added in the 6.0.0 update.
  • Guards share the same F1 menu art as MTF.
  • 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.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.