Classes

Classes is the one of part in game. Classes needed for D-class win condition


 * 1) All classes except D-Class and Chaos Insurgency are dead. (Cuffed facility personnel, facility guards and MTF also count)
 * 2) There must be more than 1 escaped D-class/cuffed FP than escaped Facility Personnel/cuffed CD. If this condition isn't met but the previous one is met, the round will result in a stalemate.

Classes needed for MTF win condition


 * 1) All classes except the Facility Personnel, Facility Guards and MTF are dead. (Cuffed CD and CI also count)
 * 2) There must be more than 1 escaped Facility Personnel/cuffed CD than escaped D-class/cuffed FP. If this condition isn't met but the previous one is met, the round will result in a stalemate.

Classes needed for SCP win condition


 * 1) All classes except SCPs, Serpents Hand and Chaos Insurgency are dead. SCPs still win if all remaining players are Chaos Insurgents.

Classes needed for GOC win condition


 * 1) The SCPs and CI are dead. At least 1 GOC member must be alive to get this win condition.

= Class-D = Inmates kept within the bowels of the Foundation sites as lab rats; test subjects at the mercy of the Foundation’s cruel practices. You are only friendly to the Chaos Insurgency. Be careful around Scientist/Researchers because they are neutral to you. Escape the foundation and rebel against your imprisoners — by any means necessary.

=Facility Guard= On-site security personnel charged with restoring order amidst the chaos. Work with MTF, Evacuate Scientists, eliminate or restrain D-Class Personnel, re-contain escaped SCPs, and above all do whatever it takes to restore normalcy to your site.

=Janitor/Researcher= Janitors, Researchers, engineers, and division specialists; you must ensure your own survival until an MTF extracts you from the ensuing pandemonium. Use your wit — and access cards — to survive. But be wary of the Class-D scurrying beneath you; they’ll do anything to escape their confines.

= Chaos Insurgency = Once a mere splinter cell force and now a formidable military power, yet still but a shadow of their former Foundation employers. Your primary objective is to purge the facility of Foundation personnel and seize the “assets” that are deemed to serve the best interests of Delta Command, your elusive overseers. You do not have to terminate SCPs if you're not doing it in self-defense.

When they spawn this Music will play.

=Mobile Task Force Epsilon-11= The first MTF units to respond to the emergency. Your mission: To extract valuable Foundation personnel and to, with the utmost vehemence, eliminate or restrain Class-D if possible, and eliminate or re-contain any SCPs that have escaped.

When they spawn, an announcement will play over the intercom.
=SCPs= Anomalous entities kept by the Foundation. Some of them breach their containment and leave their cells. You do not have to escape. You are hostile to all classes, except the Chaos Insurgency- they are neutral to you but it doesn't mean they won't terminate you, be cautious around them. Some of them have special abilities: destroying doors, walk through gates, making portals, or creating a huge wave of zombies.

= UNGOC = The GOC serves as a protector of humankind. GOC can now spawn naturally after some conditions are met. They are more rarer than MTF. They spawn in the parking lot. They all spawn with a MTF Lieutenant Card, a Grenade, a G36C, a Glock 17, and a flashlight. They are neutral to every class except SCPs and CI.

When they spawn this Music Will play

Serpent's Hand
The Serpent's Hand are neutral to all classes.


 * They wear a black shirt and pants with a vest on it.
 * They spawn at the same place as CI.
 * They get M249, Commander keycard and a flashlight.

Admin
Not much is known about this class.


 * It has infinite HP.
 * It wears a suit.
 * Spawns at Aaro’s office.