Anomaly Lockdown Factions
Five factions, team relations, hostility tiers, and truce mechanics.
Factions are unique teams with their own capabilities, gear, and classes in Anomaly Lockdown. The teams within every faction can be Neutral, Friendly, or Hostile to one another, and under certain conditions these factions may truce with each other. There are five main factions: The Foundation, Foundation Enemies, United Nations, Anomalous GOI, and SCPs with Serpent’s Hand.
The Foundation
The Foundation focuses on recontaining the SCPs and fighting off hostile organizations. They consist of Facility Personnel, Security Department, and Mobile Task Force.
Facility Personnel spawn in Light Containment Zone as scientists. Security Department spawns in the Entrance Zone armory. Mobile Task Force arrives on reinforcement waves with Commander, Liberator elite, and Sentinel kits. The first personnel escape becomes a Sentinel; later escapes become Soldiers; an O5 escape becomes a Red Right Hand Commando.
Foundation is Friendly to itself, Neutral to UN and MC&D, Hostile to Foundation Enemies and SCPs.
Foundation Enemies
Foundation Enemies focus on intercepting and sabotaging the Foundation to cause chaos, while fending off other hostilities. Teams under this umbrella include Class-D, Chaos Insurgency, and GRU-P.
Class-D and GRU-P Expendables wake up in LCZ cells. There is a 50% chance that one third of Class-D rolls are GRU-P Expendables. Chaos Insurgency can appear at Gate A hangar at round start and as a later wave. GRU-P proper arrives as reinforcements with Commissar and Vanguard elite.
Class-D is Friendly to Chaos Insurgency, Neutral to GRU-P Expendables and Facility Personnel, Hostile to Foundation and SCPs.
United Nations
United Nations sit between Foundation and its enemies. They consist of Global Occult Coalition (GOC) and Unusual Incidents Unit (UIU). UN can truce with Foundation but are Hostile to Foundation Enemies and SCPs.
GOC and UIU can spawn as reinforcement waves. UNGOC Intern can roll among Facility Personnel (50% chance). GOC wants SCPs dead more than anyone and scores extra faction points for SCP kills. UN can truce with Foundation.
Anomalous GOI
Anomalous GOI (Groups Of Interest) are smaller third-party groups that avoid conflict for the most part. They currently consist only of Marshall, Carter and Dark (MC&D).
MC&D spawns as a small HCZ counter-wave, tracks SCP items, extracts them for extra agents, and can truce with Foundation Enemies. They gain 3 points when they trade in an SCP Item for a reinforcement.
SCPs and Serpent’s Hand
SCPs are the main antagonistic anomalies formerly contained by the Foundation. They breach containment and seek to eliminate all other parties and escape. SCPs are aided by Serpent’s Hand (SH), who are Friendly to them and hostile to everyone else.
Serpent’s Hand rolls Occultist, Hierophant, Patriarch commander, and Wanderer elite when SCPs are losing or when an SCP converts a cuff. Hand carries Level 4 cards, trackers, and guns SCPs cannot hold.
Team Relations Table
| Team | Class D | GRU-EXP | FP | Guards/MTF | CI | GRU-P | GOC/UIU | MC&D | SCP/SH |
|---|---|---|---|---|---|---|---|---|---|
| Class D | F | N | N | H | F | N | N | N | H |
| GRU-EXP | N | F | N | H | N | F | N | N | H |
| FP | N | N | F | F | H | H | N | H | H |
| Guards/MTF | H | H | F | F | H | H | T | H | H |
| CI | F | N | H | H | F | T | H | T | H |
| GRU-P | N | F | H | H | T | F | H | T | H |
| GOC/UIU | N | N | N | T | H | H | F | H | H |
| MC&D | N | N | H | H | T | T | H | F | H |
| SCP/SH | H | H | H | H | H | H | H | H | F |
F = Friendly, N = Neutral, H = Hostile, T = Truce
Truce Mechanics
Truces last four minutes and only one can be active per team. They only start when commanders or elites close distance. A voted truce makes those teams Friendly; a failed vote makes them Hostile. First minute of the round, neutrals cannot harm each other.
SCP/SH does not need a human truce. Humans who want a four-minute pause still vote when commanders or elites close, one truce at a time.
Minor Factions
The Neutral Team (Site Manager) is Neutral to every faction except SCPs. Site Manager spawns only if Electrical Center was generated (one-in-three when it does). Three terminals live there after 15:00: Gate Control, Intercom, and Facility Cameras (Site Manager Keycard required for cameras and door control).
Pair this page with Foundation, Class-D and Chaos, SCPs, and Elites for role details.
Frequently Asked Questions
Quick answers to the most common questions.
How many factions are in Anomaly Lockdown?
Five main factions: The Foundation, Foundation Enemies, United Nations, Anomalous GOI (MC&D only), and SCPs with Serpent's Hand.
Which factions can truce with each other?
Guards/MTF can truce with GOC/UIU. CI can truce with GRU-P and MC&D. GRU-P can truce with CI and MC&D. MC&D can truce with CI and GRU-P.
What is Serpent's Hand's relationship to SCPs?
Serpent's Hand is Friendly to SCPs and Hostile to everyone else. They appear as reinforcements when SCPs are losing or from SCP-sided converts.
Can Class-D team with Chaos Insurgency?
Yes. Class-D and Chaos Insurgency are Friendly to each other by default.
What is MC&D's objective?
MC&D spawns as a small HCZ counter-wave, tracks SCP items, extracts them for extra agents, and can truce with Foundation Enemies. They gain 3 points when trading in an SCP Item for a reinforcement.
How long do truces last?
Truces last four minutes and only one can be active per team. They only start when commanders or elites close distance.