Factions

Playable SCPs in SCP retroBreach

Breach containment, deny exits, and turn the facility into a hunt.

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Playable SCPs

Anomaly faction overview

Playable SCPs are the horror engine of SCP retroBreach. While Class-D flee and MTF stack rifles, you delete plans. This page covers roles, teamwork, and zone habits for SCP-049, SCP-096, SCP-106, SCP-173, SCP-457, SCP-966, SCP-035, and SCP-076-2 when spawn rules allow. Power rankings live on the SCP tier list; human tools that hurt you sit under weapons and keycards. New anomaly players should skim beginner tips for human-side mistakes you will exploit.

Serpent’s Hand may spawn as anomalous allies. GOC spawns as everyone else’s problem. TIX skins on SCP models remain cosmetic.

Shared anomaly goals

  • Prevent escapes through EZ / Gate B.
  • Break human gun economies by camping armories and SCP-914.
  • Force splits so Saiga-12 deathballs cannot cover every angle.
  • Convert chaos into tickets via kills, denies, and mode-specific objectives.

You rarely need keycards the way humans do—especially SCP-106—but denying cards still wins.

SCP-106 — Old Man control

Walk through many doors, pressure wounded targets into pocket teleports, and collapse HCZ retreats. After tuning, teleports lean on low-health victims, so chip with hits or ally damage first. Avoid wasting shift tools on empty surface extracts when the blacklist limits you—finish inside.

Synergy: SCP-173 holds vision while you flank; SCP-049 softens packs before you arrive.

SCP-096 — Shy Guy punishment

Your win condition is human curiosity. Lurk near loot rooms and checkpoints where faces get checked by accident. When rage starts, commit through the lane and ignore Desert Eagle poke. Respect NVG / SCRAM users—rotate when optics are active instead of feeding HK416 walls.

Synergy: SCP-966 punishes players who stare at floors to avoid your face.

Own tight LCZ geometry. Punish reload windows and loot greed. In open EZ, play patiently or swap focus to door camps. Never chase a full MTF stack across a long atrium without SCP-457 or SCP-049 creating a distraction.

SCP-049 — Doctor snowball

Infect soft targets, then use zombies as mobile cover and noise. Some specialist humans resist infection better—identify them and deprioritize. Keep Class-D riots from becoming armed mobs by converting stragglers early.

SCP-457 — Fire denial

Raycast burns punish open rooms and stacked rioters. Doors stop free damage, so bait humans into atriums and Gate B interiors. Epsilon-9 style MTF take reduced DPS—disengage rather than ego-dueling them in a doorway.

SCP-966 — Invisible pressure

Ambush maintenance tunnels, SCP-914 approaches, and distracted looters. When NVGs light you up, break contact and wait for batteries to die. You are a tempo SCP, not a Gate B 1v6 machine.

SCP-035 — Possession in a mask

SCP-035 (the Mask) appears in retroBreach roster discussions as a possession-style anomaly when spawn tables and mode rules allow—think deceptive human-adjacent pressure rather than a standard blink or burn kit. Treat 035 as a mind-game SCP: lure personnel into bad angles, punish isolated looters who assume every human silhouette is friendly, and abuse doorways where players slow to read nametags. Head accessories may strip on pickup per patch notes—cosmetic clutter does not change the core threat. Verify live spawn availability each patch; beta tables rotate faster than wiki lists.

Synergy: pair with SCP-966 or SCP-173 so humans split attention between invisible noise and line-of-sight traps.

SCP-076-2 — Able, the warrior

SCP-076-2 (Able) is the combat anomaly slot when enabled: aggressive melee-forward kit fantasy for players who want direct duels instead of zone denial. Able rewards patience into burst—do not marathon chase MTF stacks across open EZ; cut stragglers, reset, and re-engage when rifles reload. In LCZ, punish Class-D who think a pistol guarantees safety after riot spawns. On Surface, respect coordinated Saiga-12 teams—Able is lethal, not invincible.

Synergy: SCP-106 or SCP-096 can soften groups before Able commits; SCP-457 zones doorways Able should not stand in alone.

The embedded clip 173 needs to chill out [Retro breach] is a useful sanity check for peanut mains: tight LCZ geometry, blink timing when humans stack, and why sprinting into a full MTF line fails even when you “had the angle.” Pause it when you die to a reload window you thought was safe.

Team patterns that win

LCZ lockdown: SCP-173 + SCP-049 stall riots and 914.
HCZ nightmare: SCP-106 + SCP-096 cut checkpoints.
Dark ops: SCP-966 screens while SCP-457 zones open rooms.
Surface deny: Rotate as a pair before CI links with Class-D.

Communicate even as monsters: call MTF NVG, call Saiga-12 corners, call GOC spawns.

What humans will try

MTF watcher assignments against SCP-173. SCRAM against you if you are 096/966. Door spam against SCP-457. Health management against SCP-106. Focus fire on Doctor zombies. Learn their MTF guide so your ambushes land one step earlier.

Chaos Insurgency will third-party your snacks—sometimes let CI and MTF collide, then eat the wounded.

Mode notes

Containment Breach — Full toolkit playground.
Class-D Riot — Farm clustered prisoners; watch for sudden armory guns.
Council Rescue — Early pressure on soft targets can end the mode before MTF organizes from Gate B.

Object SCPs carried by humans can still matter for tickets even when you are the playable threat—deny escapes with loot, not only kills.

Practice ladder

Main SCP-173 until blink timing is clean. Main SCP-106 until immaterial routes from HCZ to EZ are memorized. Main SCP-096 focusing only on angle setups, not random hallway sprints. Then play one human session with the weapons tier list open so you respect what actually kills you.

Common anomaly mistakes

Solo Gate B diving into stacked FAMAS. Ignoring Serpent’s Hand allies. Burning NVG users as SCP-966 forever. Infecting mid-lobby before rounds (patched, still do not try). Chasing GOC across open terrain as SCP-457.

Return to the Factions Hub for human context, and keep the SCP tier list updated after Sandbox Engine balance notes.

FAQ

Frequently Asked Questions

Quick answers for SCP retroBreach players.

Which SCPs are playable in SCP retroBreach?

Core playable kits include SCP-049, SCP-096, SCP-106, SCP-173, SCP-457, SCP-966, plus SCP-035 and SCP-076-2 when spawn rules allow. Mode and round tables decide availability.

Do SCPs need keycards?

Less than humans—especially SCP-106—but camping keycard and SCP-914 rooms still denies enemy power spikes.

Is Serpent's Hand on the SCP team?

Often Serpent's Hand supports anomalous goals, but always verify the spawn briefing before assuming friendly fire rules.

How should SCPs handle Gate B?

Arrive with a partner, punish CI/MTF tunnel vision, and avoid solo diving stacked rifles in the open.

Where can I see who is strongest?

Use the SCP Tier List for S through C rankings and counter notes tied to current patches.

Do TIX skins buff SCP damage?

No. Cosmetic TIX unlocks do not change anomaly combat power.