Breach Mode

Breach Mode is the popular and common game mode majority of public servers will play in. Similar to SCP Secret Laboratory, Breach Mode is essentially an reeactment of a containment breach in a SCP Foundation facility while the Chaos Insurgency starts an attack. There are 3 teams, Security, Class-D (Team) and SCP. The 3 teams are completely playable by players and must contest for control over the facility, usually by killing or converting players on other teams.

***A reminder that all information in this wiki presents is the default properties of the subject. Certain properties can be changed by public server hosts to better suit their servers. A list of public official servers and their primary differences can be found here.***

## Lobby

Before a game starts, players will wait in a "lobby". The lobby is actually SCP 173's containment chamber, with the aesthetics taking the appearance of before the containment breach in single player/co-op. Players will spawn in the far left corner of the room and will appear to be wearing Class-D uniform. The match requires at least 4 players in the lobby to start the round. There is not much to do in the lobby except chat and speak. Once there are at least 4 players, a timer will start at 59 seconds and count down to the game's start. Some servers may restart the counter with every player who joins.

## Game Start

Once the game starts, the players will be randomly given a role ranging from Class-D to SCP. The most common of these roles are escapees. In a 4-Player match, SCPs will likely not spawn, and only Class-D and Scientist/Janitors may spawn. In a 5-player match, one player with a random SCP role may spawn. In a 10-player match, 2 SCPs may spawn **(Verification required)**. As it may, players are now free to complete their objectives and win the game for their team. Class-D will spawn in SCP-173's containment chamber (where SCP-173 fortunately will not spawn) and Janitors/Scientists will spawn in the corner room in front of an elevator leading to Storage Area 6 where SCP-939 will spawn. Both are in Light Containment Zone. Guards will spawn in the entrance of Gate A. SCPs have predetermined spawn locations depending on their instance. (E.g. SCP-106 will spawn near his cell's entrance while SCP-939 spawns in Storage Area 6). This is further detailed on their individual articles.

## Game

The game will have each team fighting to complete their objective. Each team will rely on its roles to complete their individual objectives. Escapees - Class-D and Foundation personnel (Janitors/Scientists) - each need to escape the facility alive, either solo, in a team of other escapees, find their extraction team or escape with the enemy. Class-D must escape through Gate A and Foundation Personnel must escape through Gate B, the opposite is true for captured escapees. Successful escapes will change the escapee into their respective reinforcement class (MTF or Chaos Soldier). For example, a janitor who escapes will become a MTF and a Class-D a Chaos Soldier. Captured escapees will however become the enemy teams reinforcement. Reinforcements - Foundation Security Personnel (Guards/MTF) and Chaos Soldiers - must fight for control over the facility with each other and SCPs and extract their team's escapees, or capture/terminate the enemy team's escapees. SCPs have a simple objective, kill (or convert in SCP-049's case) every human in the facility. Heavy reinforcement roles (MTF and Chaos Soldiers) will alternate spawning at a random interval between 5-10 minutes until the game ends, with MTF soldiers having the first spawn. MTF spawns are announced but Chaos Soldiers are not in most public servers. The game will revolve around the conflicts of the 3 teams until one emerges victorious, or the round ends in another way.

## Game End

The game will end once one team completes their objectives, the round timer finishes or the Alpha Warheads are manually activated and denonated.

### Win Conditions

* The Security team will win once all other teams are completely neutralised and at least one escapee must escape under the Foundation's watch (i.e. they become a MTF).
* The Class-D (Team) will win once all alive Class-D are extracted and/or all Security personnel are neutralised. Note that at least one escapee must escape under the team's watch (i.e. they become a Chaos Soldier).
* The SCPs will win once all Security and Class-D are eliminated.

### Stalemate

As of v1.2.7, Breach Mode now includes a stalemate win. A stalemate win will occur if SCPs and one human team have been completely neutralised but the remaining human team was unable to secure an escapee. E.g. after SCPs killed all the escapees and then neutralised. Then all Chaos Soldiers were eliminated. But no scientist or janitors were able to escape, the Foundation ulimately fails its ulimate objective and the game ends in a Stalemate.

### Alpha Warheads

In case the round is extremely prolonged or a human team is extremely disadvantaged but still active (i.e. all but one member is left), the onsite nuclear warhead dubbed Alpha Warheads can be manually denonated to kill everything inside the facility and end the game instantly. To arm the warheads, a player (who can use levers unlike most SCPs) needs to head to the Omega Warhead silo in Heavy Containment Zone, find the Alpha Warhead override switch, and flip the switch to on. To activate the warheads, a player must go to Gate B and head down the walkway on the surface to reach the Warhead control room. A button is visible on the control panel ahead of the door. Pressing it will annouce the activation of the warheads and the game timer will set to 1 minute and 10 seconds. At 14 seconds, the warheads will explode, producing a bright white light, killing everything underground inside the facility and effectively end the game. However, anyone above ground or in the pocket dimension will be safe from the blast. If the warheads are deactivated before 14 seconds - by manual overriding it in the warheads silo or deactivating it from Gate B - the warhead will shut down and the override switch will flip to off**(Verification Needed)** requiring the reactivation of the warheads from the silo. If the warheads successfully denonate, the match will restart once the timer reaches 0 regardless of survivors.

### Round Timer

A timer appears in the top right corner of the screen. This can be used to keep track of time throughtout the match. Most public servers have it at 30 or 40 minutes. The timer can also be used to keep track of reinforcement spawns. Once the timer reaches 0, the timer will start counting down again from 1 minute and the alpha warheads will be activated, leading to the same result as if the warheads were manually activated.

### New match

No matter how the game ends, the Alpha Warheads will be activated regardless to clean out the server and restart the match, leading to a loading screen and back to the lobby. After which it will re-elect random roles to players and another round is born.