Where do Angels Fall First vehicles spawn?
Ground vehicles appear on planetside maps through the team spawn queue. Fighters launch from friendly capital ship hangars on space maps. Check the tac map for armor pad icons.

Angels Fall First vehicles guide — tanks, mechs, fighters, and bombers on Steam.
Angels Fall First ground and air vehicles.
Angels Fall First vehicles extend combined-arms combat from infantry lanes into armor columns, gunship strikes, and starfighter dogfights. Ground vehicles spawn on planetside maps only — tanks, APCs, LAVs, mechs, and gunships never appear on pure space Territories rounds. Fighters and bombers launch from capital ship hangars and stations; see capital-ships for the 16 pilotable warship hulls.
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. Each faction fields parallel lines: ULA (United League Army) and AIA (Antarean Imperial Army). Vehicle offers arrive through a spawn queue — your team earns points, then individual players accept or decline prompts. Destroying a teammate's tank costs team score, so treat heavy assets as shared resources.
Like infantry, vehicles support custom loadouts — weapon hardpoints, countermeasures, mines, and turret options within a budget. Capital ships and dropships use fixed layouts, but every ground vehicle and starfighter can be tuned in the SETUP menu before match start.
Drivers need different skills per class: hovertank strafing on Dhaka, helicopter-mode gunships on Sturm / Locust, and gravity-toggle flight on fighters. Read controls for enter/exit keys, then practice offline bots via the single-player guide.
Anti-vehicle infantry answers armor with Falken RID and Kaller MLI from the weapons hub. Vehicle duels are won by angle — rear armor on mechs and tanks takes amplified damage, and gunships melt under coordinated LAV focus fire.
United League ground doctrine favors conventional treaded armor and kinetic cannons. Four primary hulls appear on Incursion and Territories ground maps, plus light mechs on select fortresses.
Hare LAV (LV1) is the light transport — two passengers, one gunner, one driver. Fast and fragile, it flanks infantry and hunts isolated snipers. Concentrated AT fire deletes it quickly; never face-tank a Dhaka plasma ball.
Turtle APC (HT6) is labeled an armored personnel carrier but plays like an IFV: seven seats, rooftop gun, and a powerful driver weapon for fire support. It soaks more punishment than Hare and anchors mixed infantry pushes.
Partisan MBT (MBT60) is the United League main battle tank. The driver controls the main turret; the gunner uses whichever coaxial or passenger weapon the driver equipped. The Partisan cannon hits hard with small splash — excellent vs armor, weaker vs clustered infantry unless you bring a machine-gunner passenger.
Sturm gunship (SG16) is a planetside-only close air support platform. Toggle gravity mode (middle mouse) to hover like a helicopter or fly fixed-wing. The Sturm can mount an AI tail gun; driver cannons have low splash and poor convergence at knife-fight range — prioritize vehicles and open ground, not alley clears.
| Vehicle | Class | Crew | Strength |
|---|---|---|---|
| Hare LAV (LV1) | Light transport | Driver + gunner + 2 passengers | Speed, flanking, fire support |
| Turtle APC (HT6) | IFV / APC | Driver + gunner + passengers (7) | Armor, troop insert, rooftop MG |
| Partisan MBT (MBT60) | Main battle tank | Driver (turret) + gunner | Anti-armor cannon; low infantry splash |
| Sturm (SG16) | Aero gunship | Pilot + gunners | CAS hover mode; optional AI tail gun |
Antarean ground vehicles mirror ULA roles with plasma-accented weapons and hovertech on the main line tank. Expect higher splash on several platforms at the cost of slower projectiles.
Silverback (IVII) is the AIA light transport — same LAV role as Hare with Antarean styling. Use it for rapid redeploys and harassment, not head-on brawls with IFVs.
Basta (IHTIIX) matches Turtle as a heavy IFV/APC hybrid. Seven seats, thick armor, driver-forward guns, and rooftop coverage make it the backbone of AIA infantry pushes on Fortress-style maps.
Dhaka (IAIII) is a hover MBT — the driver still aims the main turret, but strafe inputs dodge incoming shells. Its plasma cannon deals bonus damage vs shields and splashes infantry clusters. Prioritize Dhaka when enemies stack on a capture point; Partisan players should flank instead of trading center mass.
Locust (IGXIX) is the Antarean gunship, planetside-only like Sturm. It lacks Sturm's tail gun but mounts four heavy plasma cannons with wide splash — brutal vs dropships and slow targets, weaker vs fast fighters due to projectile speed.
| Vehicle | Class | Crew | Strength |
|---|---|---|---|
| Silverback (IVII) | Light transport | Driver + gunner + passengers | Fast LAV flanks |
| Basta (IHTIIX) | IFV / APC | Driver + gunner + passengers (7) | Heavy troop support |
| Dhaka (IAIII) | Hover MBT | Driver (turret) + gunner | Plasma splash; shield bonus; strafe dodge |
| Locust (IGXIX) | Aero gunship | Pilot + gunners | Plasma barrage; no tail gun |
Space maps add a second vehicle layer. Fighters launch from frigate, battleship, and station hangars; bombers carry torpedoes and heavy bays for anti-capital work. All starfighters share gravity mode, boost, and subsystem targeting (N key on enemy capitals).
ULA fighters: Rapier scout (1 main gun, high agility, 2 mod slots), Sword interceptor (dual guns, heavier armor), Katana heavy fighter (more firepower, less mobility), Scimitar bomber (torpedo bay, tail gun option, anti-capital role).
AIA fighters: Iret scout, Firefly interceptor, Salamander heavy fighter, Rakshasa bomber. Role parity mirrors ULA — scouts dogfight, interceptors brawl, heavies punish bombers, bombers delete corvettes when escorted.
Bombers should never solo a fresh capital ship at range — AI gunners are lethal at distance. Close-range torpedo passes from behind asteroids, coordinated with friendly corvette shield timing, win space Incursions. Fighters screen bombers and hunt enemy Rapier/Iret scouts before they farm your turret gunners.
| Faction | Scout | Interceptor | Heavy | Bomber |
|---|---|---|---|---|
| ULA | Rapier | Sword | Katana | Scimitar |
| AIA | Iret | Firefly | Salamander | Rakshasa |
Open SETUP → Vehicles before queuing. Each hull exposes hardpoints — driver turrets, wing pylons, countermeasures, mines, and passenger guns depending on class. Budget limits mirror infantry: you cannot mount every toy on a Hare LAV and still afford repair tools on your infantry kit.
Countermeasures and AFX pods confuse missiles and torpedoes — mandatory on bombers and capital ship escorts. Minelayers trade direct DPS for area denial at chokepoints. Gunships pick anti-armor cannons vs anti-infantry splash based on map callouts from commander mode.
Repairing friendly vehicles with the KMD Multiwrench (Sidearm slot) grants Support XP only when another player occupies the hull — empty vehicle repairs do not level your blue budget. Engineers camping a Partisan at a capture point is a legitimate progression strategy.
Fighter pilots: remember number keys swap weapon groups mid-dogfight. New pilots often die with secondary weapons selected. Toggle gravity off for tight turns, on for stable strafing runs across capital ship hulls.
Ground: LAVs spot, IFVs deliver, MBTs duel, gunships punish clumps. Never feed a Dhaka without AT support — rotate Falken RID infantry to rear arcs while Partisan pins front armor.
Space: corvettes screen bombers, destroyers trade torpedoes at mid range, frigates launch fighter screens. If your team loses hangar control, spawn infantry inside the surviving battleship and walk to turret stations instead of queuing another Rapier into a losing dogfight pile.
Boarding ties both layers: Dragoon and Cricket dropships carry infantry from capitals to enemy hulls. Vehicle skill on the ground means nothing if you ignore the boarding guide on Eye of God or Ixion.
Ground vehicles appear on planetside maps through the team spawn queue. Fighters launch from friendly capital ship hangars on space maps. Check the tac map for armor pad icons.
Partisan wins pure anti-armor duels with precision kinetic shots. Dhaka dominates infantry blobs and shielded targets with plasma splash and hover strafe. Map and teammate comp decide the pick.
No — capital ships and dropships use fixed weapon layouts. Customize infantry, ground vehicles, and fighters only.
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