Factions

Class-D in SCP retroBreach

Escape the cells, loot LCZ, and live long enough for Chaos Insurgency.

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Class-D Guide

Role overview

Class-D are the disposable prisoners of SCP retroBreach. You spawn soft—often without a real gun—and every Security flashlight feels like a death sentence. Your job is not to win clean rifle duels. Your job is to leave the facility alive, preferably into Chaos Insurgency hands, while dodging playable SCPs and locked doors. Use this guide with the Factions Hub, keycards, and the weapons tier list.

Class-D Riot mode leans into aggression; Containment Breach leans into stealth and timing. Both reward map knowledge over ego peeks.

Opening ninety seconds

Leave the cell block with your group, but do not clump forever—SCP-457 and grenades punish blobs. Sweep nearby offices for Level 1–2 cards and any Makarov or better. A single pistol turns a Security chase into a coin flip. If you find nothing, follow a teammate who did.

Priorities:

  1. Keycard — doors beat bullets early.
  2. Weapon — even Makarov beats fists.
  3. Information — listen for SCP-096 rage audio and SCP-173 scrape cues.
  4. Exit vector — know whether you are pushing checkpoints toward EZ / Gate B or waiting CI.

Ignore TIX shop flex mid-round; cosmetics will not open HCZ.

LCZ survival habits

Light Containment is your tutorial and your trap. Loot SCP-914 when the room is quiet, but never AFK on the dial while SCP-106 can walk in. Upgrade junk pistols carefully; a failed Coarse roll can delete your only gun. If decontamination warnings start, leave—dead Class-D help nobody.

Travel with partial vision discipline: one player watches rear halls for SCP-173 while another checks cards. Do not stare down dark corridors where SCP-966 hunts. If someone screams about SCP-096, break line of sight and move—curiosity is a wipe mechanic.

Dealing with Foundation and Security

Early Foundation staff may be as scared as you. Some cooperate until guns appear; others report you instantly. Armed Security and later MTF will shoot on sight in most modes. Ambush with Saiga-12 if you find one; otherwise disengage toward vents, side offices, and checkpoint confusion.

Stealing a guard’s HK416 or FAMAS is a power spike—dump the Makarov. Check the weapons page for what to keep.

SCPs that end Class-D runs

  • SCP-173 — blinks in cramped loot rooms.
  • SCP-049 — turns a captured runner into more problems.
  • SCP-096 — one face peek, round over.
  • SCP-106 — pocket dimension after you are already hurt.
  • SCP-457 — burns stacked rioters.
  • SCP-966 — invisible flanks while you fumble keycards.

Read the SCP tier list so you know which threats deserve instant retreat versus kite.

Chaos Insurgency and the surface

Alive Class-D are tickets and objectives for Chaos Insurgency. When CI spawn waves hit, move toward their entry instead of solo heroics in HCZ. Escort etiquette matters: follow CI rifles, share Level 3+ cards, and do not steal their only med or grenade without asking.

Gate B and related surface exits are magnetic for MTF and GOC. Cross as a group. If Serpent’s Hand is up and aligned with anomalies, do not assume every non-MTF human is safe—identify before you trust.

Riot-specific tips

In Class-D Riot, numbers are your shotgun. Rush armories early, flood Security before MTF arrives, and plant bodies on SCP-914 so upgrades feed the mob. Still respect SCP spawns; a riot that ignores SCP-173 becomes free farming for anomalies.

Council Rescue is less Class-D-centric—if you still spawn in, play support scavenger and avoid O5-priority crossfire.

Loadout dream path

Makarov → AKS-74U / any SMG → FAMAS or AKM → Saiga-12 for CQB holds → never drop a working Level 4 card for a shiny Desert Eagle flex. Cards open the map; pistols only finish fights.

Common mistakes

Hoarding a Level 5 card while teammates die at a Level 3 door. Challenging full MTF with a Makarov. Staring at SCP-096 “just to see.” Upgrading through SCP-914 during LCZ decontamination. Camping Gate B alone when CI called a different extract.

Practice checklist

Run three rounds where your only goal is reaching EZ with a Level 3 card, guns optional. Next three rounds, focus on surviving one SCP encounter without dying. Then play a CI round from the Chaos Insurgency page so you learn how escorts want Class-D to behave.

Return to the Factions Hub when you are ready to main a different side, and keep keycards bookmarked—Class-D who understand doors escape more than Class-D who understand spray patterns.

FAQ

Frequently Asked Questions

Quick answers for SCP retroBreach players.

What should Class-D grab first?

A keycard, then any firearm. Doors and stealth beat early gunfights against armed Security.

Should Class-D use SCP-914?

Yes when the room is clear. Upgrade carefully and leave before LCZ decontamination or SCP ambushes.

How do Chaos Insurgency players help Class-D?

CI reinforcements escort living prisoners to extract. Move to their spawn pressure instead of fighting MTF alone.

Which SCP is most dangerous to solo Class-D?

SCP-096 and SCP-173 punish mistakes instantly; SCP-106 and SCP-049 punish wounded or isolated runners.

Do TIX skins help Class-D survive?

No. TIX unlocks are cosmetic. Survival comes from routes, cards, and restraint.