Loadout Basics
A loadout is everything equipped when the round timer hits zero: primary weapon, optional secondary, utility tools, and any gamepass gear icce allows simultaneously. Guards who prep in lobby avoid scrambling mid-countdown while teammates are already calling positions.
Loadouts should match your assigned role in friend groups — anchor, roam, or flex utility. Public queues benefit from flexible templates you can downgrade if credits run low.
+1 Equipped Tools Gamepass
At 399 R$, +1 Equipped Tools adds an extra slot so you can run premium weapons without dropping anti-anomaly utilities. This is often the highest-value Robux purchase for serious guard mains who already own one weapon pass.
Example premium template: Golden Minigun anchor + stun utility + credit sidearm backup. Example F2P template after saving: credit primary + med or flash utility — add the third slot when you buy the pass.
Pre-Round Checklist
Before queue: confirm credits balance, verify saved loadout slots, read which anomalies are in rotation (title tags and lobby UI), and assign callout leader if in party.
First thirty seconds of round: stick to spawn plan, do not chase distant noise, establish objective path on Backrooms map wings your team knows.
Mid-round: swap utilities only at safe rooms — open swaps in hallways get you killed during GUILT debuff windows.
- Credits sufficient for repair or re-buy next lobby
- Primary + utility equipped (+ bonus slot if owned)
- Teammate pairing confirmed
- Anomaly tier threats reviewed on Tier List
Loadouts by Scenario
Objective defense — anchor heavy weapon, area utility, max stack on choke.
Roaming intel — mid-range primary, mobility-friendly sidearm, callout focus.
Anti-blink — utility-first flex vs SCP-173 with disciplined sight lines.
Rotate templates when icce hotfixes shop items — check Updates page after restarts.