Factions

SCP retroBreach Chaos Insurgency Guide

Break Foundation control, extract prisoners, and win the surface war.

Last updated:

Chaos Insurgency

Insurgency objectives

Chaos Insurgency (CI) is the armed counter-Foundation faction in SCP retroBreach. You are not here to recontain SCP-173 for the greater good. You are here to pull living Class-D out of the meat grinder, delete MTF and Security stacks, and contest Gate B while anomalies try to eat everyone. Read this with the Factions Hub, weapons tier list, and keycards.

CI power spikes with reinforcement waves. Ticket pressure and scoreboard position can influence how often you receive fresh agents—do not waste early spawns on vanity HCZ tourism while prisoners die in LCZ.

Spawn and approach

CI often hits from surface tunnels and Gate approaches rather than cozy LCZ offices. That means your first fight may be against MTF already holding angles. Smoke, flash, or frag kits on some reinforcement loadouts exist to break those holds—use utility on chokepoints, then swing with AKM, XM8, FAMAS, or HK416.

If a rare early CI presence spawns inside the site, link with Class-D immediately and steal armory control before Security stabilizes.

Escort doctrine

Living Class-D are the mission. Clear a path, share mid-level cards, and do not farm prisoners for pad KD. Teach them not to peek SCP-096 faces while you reload. If SCP-049 converts a runner, treat the zombie as an MTF problem you still have to shoot.

Good escorts:

  1. Call the extract route once and stick to it.
  2. Put rifles on corners while Class-D swipe keycards.
  3. Loot Saiga-12 for close tunnel defense.
  4. Leave SCP-914 grinding to a rearguard duo, not the whole wave.
  5. Re-identify Serpent’s Hand and GOC before teamkilling the only help you had.

Gun choices for CI

Aggressive rifles win CI fights. AKM rewards confident peeks; XM8 and FAMAS stabilize mid-range EZ holds; HK416 matches MTF quality; Saiga-12 owns ladder rooms and Gate B interiors. AKS-74U shines in tight maintenance. Desert Eagle finishes wounded Foundation; Makarov is what you take from a dead Class-D when the crate is empty.

Details and tiers: weapons plus the weapons tier list.

SCPs are not your friends (usually)

Unless Serpent’s Hand politics say otherwise, anomalies will kill CI. SCP-106 loves surface stragglers. SCP-096 punishes loud peeks. SCP-173 camps extracts. Play around them: let MTF and SCPs collide, then scoop Class-D during the reload.

If you must cross HCZ, move as a fireteam with a dedicated 173 watcher. Review the SCP tier list for which threats to hard-avoid.

Fighting Foundation lines

Security early, MTF late. Deny them SCP-914. Steal Level 4+ cards. Collapse Gate B from multiple tunnels so their Saiga-12 corner cannot cover everything. When Council Rescue distracts MTF toward O5 objectives, use that window to extract Class-D elsewhere.

Spies and disguised fantasy roles may appear in related rBreach-style rule sets—verify local spawn text. When in doubt, watch who shoots whom before you empty a magazine into a “scientist.”

GOC wildcard

GOC waves can erase your escort and the SCPs in one sweep. Hear the spawn, reposition Class-D, and decide whether to third-party or disengage. Ego-challenging GOC with pistols is how rounds end early.

TIX and cosmetics

Insurgency skins bought with TIX or Robux change looks only. Your real progression is learning extract timings and gun tiers.

Common CI mistakes

Ignoring Class-D to hunt SCP-457 for clips. Arriving at Gate B in single file. Spending the whole wave on SCP-914 Fine gambling. Dumping grenades into empty EZ. Trusting every non-MTF tag during Serpent’s Hand chaos.

Drill plan

One session: only escort—zero unnecessary SCP hunts. Next session: only Gate B takes against MTF. Third session: play Class-D and note which CI habits actually felt helpful. Then read MTF and Security to predict their watcher setups.

CI rewards timing more than raw aim. Hit the facility when Foundation is already bleeding to SCP-106, and your AKM will feel two tiers higher.

Loop back to the Factions Hub after spawn-cap patches—Sandbox Engine has tuned how often special CI agents appear versus generalized reinforcements.

FAQ

Frequently Asked Questions

Quick answers for SCP retroBreach players.

What is Chaos Insurgency’s main goal?

Rescue living Class-D and dismantle Foundation/MTF control, especially around surface extracts like Gate B.

Should CI kill SCPs on sight?

Usually yes if they block escorts, but forcing every anomaly fight can waste the wave—prioritize prisoners and MTF denial.

Best guns for Chaos Insurgency?

AKM, XM8, FAMAS, HK416, and Saiga-12 lead most CI fights; keep Desert Eagle as a finisher.

Why do CI waves feel inconsistent?

Reinforcement logic can weigh tickets and caps. Play clean early rounds so your faction stays eligible for help.

How do I play with Class-D?

Share keycards, call one extract path, cover corners, and stop teamkilling prisoners for loot.