What are requisition points in Angels Fall First?
Three per-match budgets — Combat (red), Support (blue), Command (yellow) — that cap loadout cost. Earn XP through kills, healing, and objectives to raise caps by +10 per level.

Angels Fall First requisition points explained — red, blue, and yellow budgets and leveling on Steam.
Angels Fall First Combat, Support, and Command budgets.
Requisition is the core progression mechanic inside each Angels Fall First match. Instead of unlocking weapons over weeks of account grinding, you earn three independent budgets — Combat (red), Support (blue), and Command (yellow) — that cap how much gear you can spawn with each life.
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 requisition guide explains how each budget levels, what actions earn XP, and how default caps scale after the 1.0 release (July 11, 2026, Steam App 367270). Pair with the loadout guide for slot costs and the beginner guide for first-match flow.
All weapons and modules are available from match one — requisition only limits how much you can equip simultaneously. A level-1 player runs lighter kits than a level-5 Combat veteran in the same lobby, but both use the same arsenal.
Budget totals display in the upper-right loadout panel. Over-budget builds show red warnings and cannot deploy until you trim gear. Mid-match leveling can unlock heavier kits without returning to the main menu.
Combat (red) funds offensive infantry gear — primary weapons, secondary weapons, sidearms (except the multi-wrench), explosives, and heavy ballistic options like rocket launchers or faction railguns.
Support (blue) funds sustain and utility — the multi-wrench, med packs, ammo crates, sentry turrets, deployable shields, heavy AT weapons, LMGs, sniper rifles, and the Support body spec that unlocks a second kit slot.
Command (yellow) funds tactical upgrades — weapon attachments (suppressors, optics, underslung launchers), armor modules, helmet specs, and body hardpoints on your suit. Command is the slowest budget to level unless you actively follow orders.
Each budget levels independently. A dedicated medic can sit at Support level 6 while Combat level 2 — there is no shared XP pool. Build presets that lean into your highest budget for maximum spawn power.
Item costs are color-coded in the loadout editor. A suppressed assault rifle splits Combat (weapon body) and Command (suppressor + sight) — watch both bars when stacking attachments on Angels Fall First rifle builds.
| Budget | Color | Typical gear funded |
|---|---|---|
| Combat | Red | Rifles, SMGs, explosives, sidearms |
| Support | Blue | Med kits, ammo, turrets, AT, LMG, sniper |
| Command | Yellow | Attachments, armor mods, helmet specs |
Each budget starts at level 1 with default caps near 100 Combat points and 50 Support / Command points respectively. These starter numbers fit a medium-suit rifleman with one med pack and no attachments.
Every level gained adds +10 points to that budget's cap. Combat level 5 grants 140 Combat points (100 + 4×10). Support level 3 grants 70 Support points (50 + 2×10). The formula is linear — no diminishing returns per tier.
Levels persist across lives within the same match. Dying resets your position on the map, not your requisition progress. Leaving the server resets all three budgets to their level-1 defaults next session.
Vehicle reward queue priority also scales with team performance — higher requisition levels and match score unlock heavier vehicles (mechs, tanks, gunships) in the spawn offer rotation. Declining a light vehicle speeds the next offer.
Plan lives around which budget you want to level. A Support-focused life with double med packs earns blue XP fast; a Combat-focused life with dual weapons earns red XP but may starve Command unless you also capture objectives.
| Level | Combat cap | Support cap | Command cap |
|---|---|---|---|
| 1 (default) | 100 | 50 | 50 |
| 3 | 120 | 70 | 70 |
| 5 | 140 | 90 | 90 |
| 10 | 190 | 140 | 140 |
Combat XP (red) comes from kills and damage dealt to enemy infantry, vehicles, and ship subsystems. Aggressive frontline play levels Combat fastest — but dying repeatedly without objective value slows your team's vehicle queue.
Support XP (blue) comes from healing allies, reviving downed teammates with the multi-wrench, repairing vehicles and ship systems, and resupplying friendlies with med packs or ammo crates. Even partial heals chip away at Support levels.
Command XP (yellow) comes from capturing and defending objectives, following commander orders, issuing orders as commander, and marking targets with G. Passive play in spawn zones earns zero Command XP — you must interact with the objective layer.
Commander Mode accelerates yellow XP for the entire team when orders are coherent. Vote for a human commander in pre-match lobby or trust MILNET AI — both issue attack/defend highlights that grant XP on completion.
Mixed XP earns all three budgets slowly. Deliberate role focus — one life as medic, next life as rifleman — levels individual caps faster than jack-of-all-trades builds that spread actions too thin across a single spawn.
| Budget | Primary earn actions | Fastest beginner path |
|---|---|---|
| Combat (red) | Kills, damage | Frontline rifle + grenades |
| Support (blue) | Heal, revive, repair, resupply | Multi-wrench + med pack |
| Command (yellow) | Objectives, orders, marks | Follow highlighted attack orders |
Combat spending priority: Fund your Primary weapon first, then Explosives if you expect room clearing or AT duty. Secondary weapons are luxury items until Combat level 3+ unless you run a dedicated dual-gun build.
Support spending priority: Multi-wrench is free in the Sidearm slot but med packs and ammo crates consume blue points. Sentry turrets and deployable shields are powerful but expensive — skip them until Support level 4+ unless defending a fixed objective.
Command spending priority: One optic plus one suppressor is the standard mid-match upgrade. Stacking multiple internal weapon modules before Support is online leaves you fragile in direct firefights.
Heavy weapons — LMGs, sniper rifles, rocket launchers — often split across Combat and Support. Check both bars before equipping a Falken RID railgun or MNL grenade launcher with extended modules.
Vehicle loadouts use parallel budget rules on the same three colors. A tank preset with extra countermeasures may show yellow overages even when infantry budgets look healthy — edit vehicle presets separately on the loadout page.
| Item class | Tier | Budget color |
|---|---|---|
| Assault rifle (base) | S | Combat — core red spend |
| Med pack + multi-wrench | S | Support — best blue ROI |
| Red-dot sight | A | Command — first yellow upgrade |
| Deployable shield | B | Support — high cost, niche use |
| Dual weapon + full attachments | A | All three — late-match only |
Life 1–3: Run the starter rifleman from the loadout guide — medium suit, multi-wrench, one rifle, frag, med pack. Focus on capturing one objective and reviving one ally. This earns all three budgets without over-spending any bar.
Life 4–6: Add one Command attachment to your Primary if yellow hit level 2+. Swap Secondary to an SMG or shotgun if Combat reached level 3. Do not add sentry turrets until Support clears level 4 — the blue cost blocks deployment.
Mid-match pivot: If your team loses vehicle queue priority, switch to Support-focused lives. Healing and repair restore team tempo faster than solo kill farming. Commanders notice medics who stay on objective — you get more order coverage and yellow XP.
Vehicle lives: Accepting a vehicle from the reward queue commits team score. Destroyed vehicles penalize win progress — only take armor when Support can repair and Combat can escort. Decline buggies to queue mechs faster on ground Incursion maps.
Post-match reset: Requisition levels do not carry between servers. Note which budget felt tightest — if Command always over-budgets, prioritize objective play next match over kill chasing. Track meta loadouts on the tier list hub as 1.0 data matures.
Three per-match budgets — Combat (red), Support (blue), Command (yellow) — that cap loadout cost. Earn XP through kills, healing, and objectives to raise caps by +10 per level.
Roughly 100 Combat and 50 Support / Command at level 1. Each level adds +10 to that budget.
Within the same match, yes — across lives. Leaving the server resets all three budgets to level 1.
Gear cost exceeds one or more caps. Trim weapons, attachments, or suit mods. See the loadout guide for slot costs.
Capture objectives, follow commander orders, and mark targets with G. Issuing orders as commander also earns yellow XP — see the commander guide.
Matched by build plan, shared topics, and guide progression — not random related links.