How many loadout slots does Angels Fall First have?
Seven standard infantry slots: Melee, Sidearm, Primary, Secondary, Explosives, Kit 1, Kit 2. Sidearm and kit slots accept multiple item types.

Angels Fall First loadout guide — 7 equipment slots, weight, and requisition budget basics on Steam.
Angels Fall First loadout and requisition overview.
Angels Fall First loadouts replace traditional FPS classes. Every player uses the same 7 equipment slots — Melee, Sidearm, Primary, Secondary, Explosives, Kit 1, and Kit 2 — but requisition budgets determine what you can actually deploy with.
Angels Fall First is a sci-fi FPS combined-arms wargame on Steam. Fight as infantry with budget-based loadouts, drive ground vehicles and starfighters, command capital ships with interior boarding battles, and play solo with full AI bot support up to 64 players.
This Angels Fall First loadout guide walks through the menu layout, slot rules, suit types, and attachment modules verified for the 1.0 release (July 11, 2026). Budget math lives on the dedicated requisition page; weapon names expand on the weapons hub.
Loadout editing happens in the main menu Loadouts screen or mid-match on the tac map (Esc). You can save multiple named presets per faction for infantry, ground vehicles, starfighters, and capital ships.
There is no gear unlock grind — all weapons and modules are available from your first match. The limit is requisition points, not account level. Heavy kits slow movement, so every Angels Fall First build is a tradeoff between firepower and mobility.
The infantry loadout screen displays all seven slots in a single column. Each slot accepts specific item categories — mixing a pistol into Primary and an assault rifle into Secondary is valid because both slots share the same weapon pool.
Melee is fixed to the faction combat knife on standard suits. You cannot swap it out, but melee remains useful for finishing wounded infantry in boarding corridors.
Sidearm accepts the multi-wrench (heal and revive tool), pistols, or SMGs. New players should keep the multi-wrench until Support budget supports dedicated med kits — it is the fastest way to earn blue XP.
Primary and Secondary hold anything from machine pistols through assault rifles, shotguns, LMGs, sniper rifles, rocket launchers, and faction railguns. Dual-primary builds are possible if your Combat budget allows.
Explosives carry frag grenades, gyro grenades, spring grenades, or det packs (proximity mines / remote C4). You can stack two different charge types or double-stack one type for heavier demolition.
Kit 1 and Kit 2 hold deployables: med packs, ammo crates, sentry turrets, and portable shields. Most suits only unlock one kit slot — the Support body spec grants a second.
| Slot | Accepts | Budget color |
|---|---|---|
| Melee | Combat knife (fixed) | Combat (red) |
| Sidearm | Multi-wrench, pistol, SMG | Combat / Support |
| Primary | Any infantry weapon | Combat (red) |
| Secondary | Any infantry weapon | Combat (red) |
| Explosives | Grenades, det packs | Combat (red) |
| Kit 1 | Med, ammo, turret, shield | Support (blue) |
| Kit 2 | Support spec only | Support (blue) |
Three armor classes define your baseline mobility and mod capacity: Light, Medium, and Heavy suits. Each offers different helmet specs and body attachment slots that consume Command-budget modules.
Light suits maximize sprint speed and stamina for recon, boarding rushes, and flanking. They carry fewer armor modules but let you reach capture points before heavy AT infantry arrive.
Medium suits are the default Angels Fall First loadout recommendation for new players — balanced protection, acceptable speed, and enough mod slots for one Command attachment without starving Combat budget.
Heavy suits stack damage reduction and extra module hardpoints at the cost of noticeable movement penalty. Pair heavy armor with LMG or AT weapons when you plan to hold a single lane rather than rotate.
Use the Stats tab in the loadout editor to compare suits side-by-side. Hover alternate suits while keeping your current weapon selected — the comparison panel updates live without resetting attachments.
| Suit | Tier | Best role |
|---|---|---|
| Light | A | Scout, boarding rushes, flanking in Angels Fall First |
| Medium | S | General-purpose first preset — best beginner pick |
| Heavy | B | LMG anchor, AT emplacement, slow push |
Each faction — ULA and AIA — has exclusive weapons plus shared multi-faction options. Faction rifles differ in handling and fire mode but cost similar Combat points. See the factions page for visual identifiers.
Weapon customization splits into modular categories: barrels, ammo types, underslung launchers or flamers, sights, and internal upgrades. Ammo types change damage profiles and material penetration — read the Info tab description before equipping.
Attachments spend Command (yellow) budget, not Combat. A suppressed rifle with a red-dot sight can fit within starter Command caps, but stacking multiple optics and armor mods quickly hits the default ~50 Command limit.
The Stats tab shows final weapon numbers with all modules applied. Keep a weapon selected and mouse over alternatives to compare DPS, accuracy, and recoil without swapping your build.
Known weapon families include P4/YAS SMGs, DK11A/P6I assault rifles, and the MNL grenade launcher with sticky and bounce modes. Full comparison tables arrive on the weapons hub in Phase 2.
Med packs and ammo crates deploy on the ground for teammates to resupply — identical in concept to classic combined-arms shooters. Drop them behind cover at contested capture points, not in open kill zones.
Sentry turrets auto-target enemy infantry within line of sight. Place them covering corridor intersections during boarding defense or behind sandbags at ground objectives.
Deployable shields absorb incoming fire from one direction. They cost significant Support budget and are often the first item to trigger over-budget warnings on starter builds.
Explosive slot flexibility is underrated in Angels Fall First. Carry one frag plus one det pack for hybrid room-clearing and AT ambush, or double-stack det packs for dedicated engineer demolition on capital ship subsystems.
Kit slot count depends on body spec. Removing the Support spec frees budget but drops you to a single kit slot — calculate the tradeoff on the requisition page before stripping med gear.
| Deployable | Tier | Support cost feel |
|---|---|---|
| Med pack | S | Low — essential for blue XP |
| Ammo crate | A | Low — team value at objectives |
| Sentry turret | A | Medium — strong area denial |
| Deployable shield | B | High — often over-budget early |
The upper-left Loadout Presets panel selects faction (ULA / AIA), unit type (Infantry, ground vehicle, fighter, capital ship), and preset name. Infantry presets are what most Angels Fall First loadout guides focus on — vehicle presets use parallel screens with hardpoint and countermeasure slots.
The upper-right Budget panel shows live Combat (red), Support (blue), and Command (yellow) totals. Green numbers mean within cap; red numbers mean over-budget and blocked from deployment.
Over-budget loadouts display a red warning identifying which budget you exceeded. Trim modules, swap to cheaper weapons, or select a lighter suit until all three numbers fit under your current level caps.
Create new presets with the New Preset button — the game loads a stripped standard kit you can rename and customize. Delete unused presets to reduce menu clutter. Vehicle presets follow the same create/rename/delete flow for tank, mech, and fighter roles.
Budget caps rise as you earn requisition XP mid-match and across lives. A loadout that fails at spawn may deploy after two lives of Combat leveling — check the requisition guide for +10 per level math.
These three presets fit default requisition caps (~100 Combat, ~50 Support, ~50 Command) and teach different budget paths. Adjust weapons to your faction on the loadout screen.
Rifleman (Combat focus): Medium suit, multi-wrench sidearm, faction assault rifle in Primary, SMG in Secondary, one frag grenade, med pack in Kit 1. No Command attachments yet — pure frontline capture.
Combat Medic (Support focus): Light suit, multi-wrench, carbine Primary, empty Secondary to save Combat points, frag grenade, med pack + ammo crate with Support body spec for dual kits. Prioritize revives at every objective.
Anti-Armor (mixed): Medium suit, multi-wrench, rifle Primary, rocket launcher Secondary, det pack, empty Kit 1. Costs heavy Combat budget — spawn when vehicles threaten your team's landing zones.
After five to ten lives, revisit the Stats tab and upgrade one Command attachment (suppressor or red-dot) on your most-used Primary. Cross-check meta shifts on the tier list hub as post-1.0 data accumulates.
| Preset | Tier | Focus budget |
|---|---|---|
| Rifleman | S | Combat — best first Angels Fall First spawn |
| Combat Medic | A | Support — fastest team value |
| Anti-Armor | B | Combat — spawn vs vehicle stacks |
Seven standard infantry slots: Melee, Sidearm, Primary, Secondary, Explosives, Kit 1, Kit 2. Sidearm and kit slots accept multiple item types.
One or more budgets exceed your current requisition caps. Trim weapons, attachments, or suit mods until the red warning clears.
Yes — press Esc for the tac map and open the loadout panel before spawning. Same editor as the main menu.
Same preset structure, different slots — hardpoints, countermeasures, and armor modules replace infantry weapons. See the vehicles hub.
Medium suit rifleman with multi-wrench, one rifle, frag grenade, and med pack. Expand after reading the beginner guide.
Matched by build plan, shared topics, and guide progression — not random related links.