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Revision as of 21:27, 13 October 2022 by Jamintheinfinite (talk | contribs)

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.
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