From SCP: Secret Laboratory Public Beta Official Wiki

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{{Human Infobox
 
{{Human Infobox
 
|name = Facility Guard
 
|name = Facility Guard
|MainImage = [[File:Facility_GuardInfoBox2.png|75px|center]]
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|MainImage = GuardRender
|F1MenuArt = [[File:mpc-classes.png|160px|center]]
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|mainImageSize = 125px
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|F1MenuArt = GuardF1
 
|Health = 100
 
|Health = 100
|Walk = 5.4
 
|Sprint = 7.35
 
 
|humantype = military
 
|humantype = military
 
|Spawn = [[Entrance Zone]]
 
|Spawn = [[Entrance Zone]]
 
|Alies = [[Mobile Task Force]] <br> [[Scientist|Scientists]]
 
|Alies = [[Mobile Task Force]] <br> [[Scientist|Scientists]]
 
|Enemies = [[Class-D|Class-Ds]] <br> [[Chaos Insurgent|Chaos Insurgents]] <br> [[SCPs]]
 
|Enemies = [[Class-D|Class-Ds]] <br> [[Chaos Insurgent|Chaos Insurgents]] <br> [[SCPs]]
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|OtherInformation = Class ID: 15 <br> Class Color: {{Class Color|class=Guard|displayhex=true}}
 
}}
 
}}
=In Game=
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'''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]].
'''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.
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__TOC__
<br>
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=Operational Guides=
 +
===Class Operational Guide===
 +
<div style="display:flex; flex:auto; flex-direction:row; flex-basis:min-content; min-width:60%">
 +
{{OpGuide2}}
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</div>
  
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.
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===Site-02 Lockdown Procedures — Security Directives===
<br>
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In the event of a Code: White/Gray breach.
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myDivision">
 +
<span class="mw-customtoggle-myDivision"><br><font color=red><span style="border-bottom: 1px dotted; font-size:15px">- Priority A — ACCESS GRANTED</span></font></span><div class="mw-collapsible-content" style="height: auto"><br>
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{{OpGuide2|Site-02 Lockdown Facility Guard}}
 +
</div>
 +
</div>
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<font color=red>- Priority B — ACCESS DENIED </font><br>
 +
<font color=red>- Priority C — ACCESS DENIED </font><br>
 +
<font color=red>- Priority D — ACCESS DENIED </font><br>
 +
<font color=red>- Priority E — ACCESS DENIED </font><br>
  
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.
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=In Game=
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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]].
  
=Strengths and Weaknesses=
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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>
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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.
  
==='''Strengths:'''===
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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>
* Only class to spawn in with a weapon at the beginning of the round.
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Thus, it is best to instead wait for MTF to spawn before engaging SCPs.
* 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:'''===
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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.
* 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=
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*Guards were added in the [[Updates/6.0.0|6.0.0]] update.
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*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.
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**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}}

Latest revision as of 19:31, 25 November 2022

Facility Guard

GuardRender.png

GuardF1.png

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

Allies Enemies
Mobile Task Force
Scientists
Class-Ds
Chaos Insurgents
SCPs
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[edit]

Class Operational Guide[edit]

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[edit]

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


- Priority A — ACCESS GRANTED

On-site security teams should immediately attempt 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 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[edit]

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[edit]

  • 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.