What are the best Angels Fall First weapons after 1.0?
Meta is still settling. DK11A / P6I remain default rifles; P4 / YAS dominate CQB; Falken RID and Kaller MLI are mandatory when vehicles spawn. Watch the tier list as data firms up.

The Angels Fall First weapons arsenal is the backbone of every infantry life. AFF has no fixed classes — your battlefield role comes entirely from a 7-slot loadout limited by Combat, Support, and Command requisition budgets. Every rifle, SMG, launcher, and kit competes for the same three color-coded pools, and heavy weapons slow your sprint speed on planetside maps.
Combined-arms sci-fi warfare — infantry, vehicles, fighters, and capital ships on planetside and in space. On the ground you will swap between close-quarters SMGs, long-range assault rifles, shotguns, sniper platforms, light machine guns, and specialist anti-armor tools. In space you may carry the same infantry kit inside a capital ship corridor or deploy from a dropship with a stripped assault build.
Weapons are faction-locked to ULA (United League Army, blue) or AIA (Antarean Imperial Army, yellow/orange). Parallel gear exists on both sides — compare factions for visual silhouettes, then read requisition for how Combat (red), Support (blue), and Command (yellow) budgets fund each slot.
All infantry weapons unlock at account level zero. The gate is budget, not progression locks. A level-one player can theoretically equip a railgun — if their Support budget and weight allowance permit it. See the loadout guide for slot rules and the tier list for community meta pairings after the 1.0 release.
Bullets model material penetration — thin cover and high-penetration ammo let rifles punch through walls. X toggles fire modes on many weapons (semi, burst, sticky vs bounce grenades). Scoped optics use the mouse wheel to zoom. These quirks separate AFF gunplay from arcade shooters and reward loadout literacy before your first Incursion match.
ULA weapons lean toward conventional ballistics — kinetic rifles, pump shotguns, and the iconic Falken railgun line. United League gear tends toward predictable recoil and strong medium-range performance, which suits new players learning recoil control on maps like Errah and Fortress.
Close-range staples include YAS-13 and Aeger TA SMGs. Both are high-rate-of-fire, low per-shot damage platforms usable in the Sidearm or Primary slot. Salier P4 is the Antarean parallel on the other faction — on ULA you pick Aeger TA, which costs slightly more Combat points but remains the faction SMG of choice for corridor pushes.
Mid-range workhorses are Corps-Miyaki DK11A (assault rifle) and Taldis A420 / Falken FKR carbines. The DK11A fires slowly but hits hard at long range — pair it with a Command-funded optic for planetside lanes. Falken FKR offers burst or single-shot modes for players who want carbine handling without full rifle weight.
Shotgun players equip Aeger ASG10, a pump-action platform with faster cycle time than typical FPS shotguns. Support gunners run Taldis SAR or Aeger TT4 LMGs — the SAR never overheats, while the TT4 trades heat management for higher mobility.
Sniper roles split between P8 Hunting Rifle (bolt, no reload benefit from Reload Spec) and Aeger TS20 (semi-auto with better sustained DPM). Explosives specialists run the MNL System cluster grenade launcher or N8D Grenade System for frags, stickies, and bounces.
| Weapon | Type | Role | Notes |
|---|---|---|---|
| YAS-13 / Aeger TA | SMG | CQB primary | High ROF, low stopping power; fits Sidearm or Primary |
| Corps-Miyaki DK11A | Assault rifle | Long-range anchor | Slow ROF, strong at range; ULA rifle staple |
| Taldis A420 | Carbine | Generalist | Average ROF; medium-range default |
| Falken FKR | Carbine | Burst DMR | 4-round burst or single-shot modes |
| Aeger ASG10 | Shotgun | CQB brawler | ULA-exclusive pump shotgun |
| MNL System | Grenade launcher | Area denial | Sticky vs bounce modes via X |
| P8 Hunting Rifle | Sniper | Long-range pick | Bolt action; no Reload Spec bonus |
| Aeger TS20 | Sniper | Semi-auto DMR | Better DPM than P8; needs reloads |
| Taldis SAR / Aeger TT4 | LMG | Suppression | SAR stable; TT4 overheats if sprayed |
| Falken RID | Railgun | Anti-vehicle | ULA-exclusive; Heavy/Light lock modes |
AIA weapons emphasize plasma ballistics, revolver-style stopping power, and explosive secondary firemodes. Antarean Imperial Army rifles trade some raw stability for splash-friendly plasma and high per-shot damage — strong when you understand lead time and overheat windows.
The faction SMG line centers on Salier P4, the mirror to ULA's Aeger TA. P4 has lower raw damage per bullet but fires faster, reloads faster, and equips faster than YAS — a classic AFF trade-off where the "weaker" stat line wins in time-to-kill if you can track targets. Community comparisons often pit P4 vs YAS as the first loadout decision new AIA players make.
Long-range antipode to DK11A is Salier P6I. The P6I fires faster and wins close-quarters duels against DK11A, while DK11A retains an edge at extreme range. Plasma players pick Avex EVR — explosive plasma spheres with an overheating risk and a heavier secondary firemode that spends extra ammo for bigger hits.
Shotgunners run Sikfrit S77, a semiautomatic revolver-style shotgun with faster follow-up than ULA's pump ASG10. Heavy gunners use Salier MGA, a rotary LMG that spins up before reaching peak DPS and overheats under sustained fire.
AIA snipers choose Sikfrit L9R, which charges while aiming down sights (watch the gauge beside your crosshair). Anti-armor infantry equip Kaller MLI, a guided missile launcher whose submunitions only split when fired in lock-on mode — a different skill curve from ULA's instant-hit Falken RID beam.
| Weapon | Type | Role | Notes |
|---|---|---|---|
| Salier P4 | SMG | CQB primary | Faster equip/reload than YAS; lower per-shot damage |
| Salier P6I | Assault rifle | Aggressive rifle | Faster ROF than DK11A; wins CQB vs ULA rifle |
| Avex EVR | Plasma rifle | Splash mid-range | Overheats; secondary mode fires heavier orbs |
| Sikfrit S77 | Shotgun | CQB brawler | AIA-exclusive semiauto shotgun |
| MNL System | Grenade launcher | Area denial | Shared launcher; sticky/bounce via X |
| Sikfrit L9R | Sniper | Charge rifle | ADS charge gauge; AIA semi sniper |
| Salier MGA | LMG | Suppression | Spin-up rotary; overheats under spray |
| Kaller MLI | Missile launcher | Anti-vehicle | Guided submunitions; lock-on required for split |
| Avex EVP | Pistol | Sidearm | High power "space deagle" — slow, small mag |
Command (yellow) requisition funds attachments and armor modules — not primary weapons. Suppressors, optics, underbarrel launchers, flamers, and hardened shield plates all draw from the same pool that levels when you capture objectives and follow commander orders.
Common Angels Fall First weapons attachments include low-zoom holo sights, high-zoom scopes (mouse-wheel zoom in ADS), suppressors that reduce audio footprint, underbarrel rocket tubes, and Mech Flamer underbarrels for anti-infantry splash. Each attachment has a Command cost printed in the loadout UI — stacking three mods can consume your entire yellow budget on a fresh account.
Armor modules mirror weapon mods: forward hardening, anti-shock plating, reload spec clips, and weight-reduction kits for sniper mobility. A sniper running P8 with weight reductions can reposition faster than a heavy gunner in full plate — but sacrifices burst survivability in boarding corridors.
Read requisition before min-maxing: each Command rank adds +5 points to your yellow cap (Combat adds +10 per rank). Veterans run suppressed DK11A/P6I with optics; beginners often skip attachments entirely to afford med kits and ammo boxes from Support.
Vehicle and fighter loadouts use separate preset screens, but infantry attachments are where most Command XP investment pays off on the tier list meta charts.
| Attachment | Budget | Typical use |
|---|---|---|
| Suppressor | Command | Stealth lanes; reduces firing audio |
| Optic / scope | Command | Long-range DK11A, P6I, P8, TS20 |
| Underbarrel launcher | Command | Indirect fire without swapping Primary |
| Mech Flamer | Command | Anti-infantry underbarrel; short range |
| Hardened shield | Command | Forward damage reduction on armor slot |
| Reload Spec | Command | Extra magazine on primary fire mode |
Combined-arms matches live or die on whether infantry can answer vehicles and capital ship subsystems. Falken RID (ULA) and Kaller MLI (AIA) occupy the Secondary slot for dedicated anti-vehicle work, funded heavily from Support budget.
Falken RID is a shoulder-fired railgun with Heavy and Light modes toggled via X. Heavy mode needs a full lock-on — you cannot pre-charge without a target — and delivers a visible red laser plus instantaneous hitscan damage (~450 damage class in community comparisons). Light mode trades damage for the ability to snap-shot infantry and light vehicles without locking.
Kaller MLI fires a missile that splits into guided submunitions only when lock-on mode is active. Skilled users lock, then fire around cover by breaking line-of-sight after acquisition — dumb-fired rockets do not split and waste ammo. Practice on vehicles in offline bot matches before bringing either launcher to a Partisan-vs-Dhaka tank duel.
MNL System is faction-neutral in role: a cluster grenade launcher with sticky (default) and bounce modes on X. Hold LMB to load multiple grenades, then dump into corridors during boarding pushes. It is not a true anti-tank tool, but it clears turret nests and subsystem repair stations faster than rifles.
Explosives slot options include N8D Grenade System frags, mines, and EMP tools. Boarding specialists often run MNL plus light SMG to save Combat points for speed — see the boarding guide for core-rush loadouts.
Start with one rifle and one utility before chasing attachments. A DK11A or P6I plus med kit covers 80% of Incursion ground fights. Add Falken RID or Kaller MLI only when the map spawns enemy armor or when your commander marks a capital ship subsystem.
Weight management is silent but deadly. Stacking LMG, rockets, and full armor can leave you unable to sprint between capture points. Open the loadout screen — move speed bar turns red when you are overburdened. Trim a kit slot or drop to pistol secondary before accepting that anti-tank role.
Faction choice does not change slot rules — only available gun models. ULA vs AIA weapon feel is covered on factions. For controls and fire-mode keys, see controls.
Pickup weapons from downed enemies keep only a shortened name in the HUD — learn the bolded abbreviations so you recognize a stolen P6I or Falken RID mid-fight. Dropped gear inherits the owner's ammo count.
Meta is still settling. DK11A / P6I remain default rifles; P4 / YAS dominate CQB; Falken RID and Kaller MLI are mandatory when vehicles spawn. Watch the tier list as data firms up.
P4 (AIA) trades per-shot damage for faster fire, reload, and equip speed. YAS is cheaper and identical to TA until unique stats ship. Most players pick one SMG line and build Command attachments around it.
MNL System fires clustered grenades. Press X to swap sticky (default) and bounce modes. Hold LMB to load multiple rounds — devastating in ship corridors and urban lanes.
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